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Re: Easy way to make a multiplayer?
Posted: Mon Mar 31, 2014 4:14 pm
by Diehl
kikito wrote:My camera lib can help you draw the split screen (it's limited to rectangular regions though)
viewtopic.php?f=5&t=12033
Yes, we would use the gamera, because we already used in our previous game and we really liked the library.
So, thank you for develop the gamera!
Re: Easy way to make a multiplayer?
Posted: Mon Mar 31, 2014 5:05 pm
by kikito
Diehl wrote:Yes, we would use the gamera, because we already used in our previous game and we really liked the library.
Cool
. Which game was it?
Re: Easy way to make a multiplayer?
Posted: Mon Mar 31, 2014 5:34 pm
by fysx
Germanunkol wrote:You don't want to have any server on the internet from what I understand. This means that people playing together will need to manually send each other their IPs (more specifically, the host needs to send the IP to the other players).
Just a small note: for exactly this I wrote lua-findserver. You can get it here
https://bitbucket.org/MartinFelis/lua-findserver. It allows to automatically find the server in the local area network using UDP broadcasts. This of course, does not work if the computers are in different networks.
Nevertheless this is also only tiny part in the big adventure to create a multiplayer game.
Re: Easy way to make a multiplayer?
Posted: Mon Mar 31, 2014 8:15 pm
by Diehl
kikito wrote:Diehl wrote:Yes, we would use the gamera, because we already used in our previous game and we really liked the library.
Cool
. Which game was it?
It was the Zuli:
http://love2d.org/forums/viewtopic.php?f=5&t=77467
Keep in mind that the game was developed with Löve 0.8.0, therefore some compatibility problems could occur with others Löve versions.
Re: Easy way to make a multiplayer?
Posted: Tue Apr 01, 2014 4:26 pm
by Zeliarden
Coded a multiplayer test some month ago
client: a, d = move; space = jump; w=reset pos
server:mouse1=col obj; mouse2=no col obj; scroll= change grid; lshift=drag size obj
Re: Easy way to make a multiplayer?
Posted: Wed Apr 02, 2014 5:45 pm
by Diehl
Zeliarden wrote:Coded a multiplayer test some month ago
client: a, d = move; space = jump; w=reset pos
server:mouse1=col obj; mouse2=no col obj; scroll= change grid; lshift=drag size obj
It looks really great, but we choose to use only local multiplayer in the game with which we are currently working on.
Maybe in future games we finally do a game with online multiplayer mode, but not for now.
Anyway, thanks for the tip Zeliarden.