online plug-in

Started by Icey, Fri 23/07/2010 04:10:22

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Icey

so i did not have to make a new topic i just changed the name.

   i seen this topic in here but i have a different question.since mog.net has took a break from making an online plug-in i seen this plug in that came with this game(go to the completed games tab) and i want to know how to use this plug in in my own way.


1:i want the user to type in this box then when (s)he hits enter the text goes into step(2) box.

2:right now i call this the mog.net off line server.so if someone like was playing this game you could send a txt to my IP and it would show in this box.and it would keep going up every time someone send me something.

3:when you click the exit box."not disconnecting from server" should show in step(2) box.

4:is there any way i could have the only animate upon signal status strength?

sorry if you cant understand what i am trying to say (-_-); i am in a rush,but i need to no.

ThreeOhFour

As far as I am aware, the best way of doing this is via a freeware utility called JoyToKey.

It's easy enough to find via Google - whether it is what you are looking for is another question.

Icey


Chicky


Dualnames

Quote from: Chicky on Fri 23/07/2010 11:36:48
Awesome new avatar and sig Icey!

Seconded!  :D
Thank god someone decided to talk off-topic, cause I was itching terribly to praise the new avatar!
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Icey


Khris

So in short, you want to implement a chat function and fake a signal strength gauge?

Aside from the obvious question (WHY?), Dualnames managed to build a working multiplayer game. It's in Completed Games, pretty much at the top of the first page currently.

Still, why? IMO, all the hassle isn't worth it; building a multiplayer online RPG with AGS might be possible, but why not try to get a decent single player game off the ground first?

Icey

Quote from: Khris on Fri 23/07/2010 15:59:25
So in short, you want to implement a chat function and fake a signal strength gauge?

Aside from the obvious question (WHY?), Dualnames managed to build a working multiplayer game. It's in Completed Games, pretty much at the top of the first page currently.

Still, why? IMO, all the hassle isn't worth it; building a multiplayer online RPG with AGS might be possible, but why not try to get a decent single player game off the ground first?

yes & no.the game will be ONLY single player, but if i was playing and i stuck i would like to ask a friend about getting out of this place.but i just want an online chat GUI in my game...but i can fake the status signal

GarageGothic

How likely is it that you will have a friend playing the game at the very same time? If you're afraid of people getting stuck, why not put in some kind of hint system instead? (or even better, design your puzzles with clearly stated goals and provide sufficient hints in the in-game text)

If you're really set on it, the TCP/IP plugin is what you want, but IMHO it's not worth the hassle. I remember Shivers 2 having something similar, but I don't really think anybody used it and there's probably a reason why no commercial games have tried since.

qptain Nemo

Quote from: GarageGothic on Fri 23/07/2010 18:43:56there's probably a reason why no commercial games have tried since.
There also a reason why people gather in one room to play a single player game, as well as read and make Let'sPlays, don't you think? People want to play stuff together, they liked it and always gonna like it and will want to do it. So I personally believe that there's a potential to this idea (let's leave aside this particular attempt of implementing it here). Shivers 2 wasn't really a blast hit game on its own to adequately judge this feature by it.

GarageGothic

Not saying that it's the worst idea ever, obviously there are people out there who do give a shit about what games their friends are playing (as those constant popups on Xbox Live prove). Simply questioning whether its a function worth implementing for the limited percentage of users who will end up even trying it - for logistical reasons more than anything else.

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