Hi,
I'm going to develop an Intelligent Tutoring System using AGS. I only can do it if my game can send every single event to a server and recieve some variables from the server to be able to control the game's environment. Is there such a feature in AGS?
Many thanks in advance
I know that a few people set up a multiplayer-AGS game using a connection to an IRC server, so I can imagine that setting up AGS to send and receive data from a database instead is plausible.
Could one of them please stand up? I'm kinda curious about this as well.
This is currently only possible if you use a plugin in the game.
Try to look up in the Modules & Plugins (http://www.adventuregamestudio.co.uk/yabb/index.php?board=10.0) forum and the (probably incomplete) List of Plugins (http://www.adventuregamestudio.co.uk/wiki/?title=List_of_plugins) on the wiki. The best bet is via the TCP/IP plugin (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=4343).
As I have zero interest in networking, I can only offer limited help.
Another way is to implement Wyz's IRC plugin & module (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=42648.0).
Using that, two (or more) games can communicate via an IRC server.
After both games have established a connection, they can basically chat with each other, so as long as you're fine with exchanging and parsing text messages, all the hard work is already done.
Quote from: Khris on Mon 07/05/2012 11:31:13
Another way is to implement Wyz's IRC plugin & module (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=42648.0).
Using that, two (or more) games can communicate via an IRC server.
After both games have established a connection, they can basically chat with each other, so as long as you're fine with exchanging and parsing text messages, all the hard work is already done.
That's awesome. So for your tutoring system, you could make two AGS programs: one acts as the server/database and the other is used as a client, with data exchange happening on the IRC server. However, I'm almost 100% sure that there is something better then AGS for making something like this. Can it be done in AGS? Absolutely. Is it worth it to use AGS? I'm not so sure.
What are you trying to teach/do?
Many thanks for th replies. Although I do not know any of the AGS plug-ins yet, I try to get some ideas about them. Please tell me more if you come up with any other ideas.
My tutoring system will teach social skills.
Hey Suicidal Pencil do you have any other suggestions rather than AGS?
Thanks
Is there any way that my game works with my local server? The way my system works is when student plays with the tutoring system, some variables is saved and sent to the server. On that server we have some special functions with them the next approppriate stage is chosen for the student to work with. So, I need to send my data to the lacal server. Can I do such a thing using AGS?
By local server, do you mean inside the same LAN?
That's perfectly possible and should be even easier to set up than a remote connection since you don't have to go through any firewalls.
Provided you're using the IRC method, the client PC will connect to the server's IP, and the server PC, which is also running the IRC service, connects to localhost/127.0.0.1
Hi,
No, not inside the same LAN. It work in a way that students are playing with my game in the client side, then according to their actions the program send all the events to a server which is situated in another country. That Server analyse those parameters and choose the next appropriatephase of the game for the student to work with. Now would you mind telling me whether iit is possible or not and how?
Thanks in advance :smiley:
It will work as long as both computers can connect to the server. It doesn't matter where the server is physically, and like I explained, it can even be running on one of the two computers that are supposed to communicate.
Either: [AGS client 1] ----------------- [IRC server] ---------------- [AGS client 2]
Or: [AGS client 1] -------------------- [AGS client 2 + IRC server]
Now, any one of the AGS clients can of course act like a server in the sense that it processes requests sent by multiple clients.
Not sure what's so difficult about the concept of AGS games IRCing with each other, to be honest.
I just want to mention that the requirement of having all machines in a LAN is easily overcome by suing a virtual network (VPN) that simulates a LAN.
You can easily set one up, for example by using IBM's Ayudame, like it's been done in Cold Virtual Beer (search the forums for that).
But that solution works only if you have access to all servers, in order to set them up to use Ayudame.
I suppose so, since your "server in another country" couldn't "process the game results" if you didn't have access to it to set it up first.
There's also LogMeIn's Hamachi.
On the other hand, there's no requirement to have all machines in one LAN since we're talking about IRC. I'm not sure if IRC even requires additional firewall rules, afaik it should just work. The default port is TCP 6667, so you might have to open that first, but GrimQuest uses the same method for it's client-server connection and I didn't have to open any ports.
I've also developed a plugin providing game state synchronization in a server/client structure using tcp networking, but I did not spot any interest around here. The plugin is already in a usable state, you may want to check out the topic in the critics lounge.
Quote from: void on Tue 15/05/2012 16:13:46
I've also developed a plugin providing game state synchronization in a server/client structure using tcp networking, but I did not spot any interest around here. The plugin is already in a usable state, you may want to check out the topic in the critics lounge.
What's the name of it? I'm very interested in it for AGS Kart.
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=45714
Quote from: Kweepa on Tue 15/05/2012 22:32:49
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=45714
Alright! I'm silly, I already asked about that specific plugin. But I totally overlooked the whole "remote objects sync." aspect. That's very interesting.
That's teh problem with both network and 3D plugins at the moment : all of them each have a very distinctive feature, but they are quite heterogeneous. Hard to review, and hard to choose