Ambiera ForumDiscussions, Help and Support. |
|
[ 1 2 3 4 ] Page 1 of 4 |
|
|||||
|
Two weeks ago I started a series of code along videos about making MMO with CopperCube. Today I hit the first milestone which is releasing proof of concept 1 to an online host. So currently I have the following to show: * Client-server architecture * Player can connect and disconnect with a random name and a new game session every time * In-game chat and player name billboard features sort of implemented * Player movement is implemented and calculated on the server side It's a very early version, so not so much functionality available. You can try if it works for you by downloading the client here:https://drive.google.com/file/d/.... Make sure you have it unpacked and names_cache folder exist. Youtube playlist:https://www.youtube.com/playlist... The next step would be code refactoring to provide better maintainability and trello board with feature list I want to make. |
||||
|
damn that's impressive, keep up the great work |
||||
|
Just tried it, works pretty well, for the chat lobby maybe you can use "Editable text overlay" for input boxes which allows you to have symbols, numbers, etc. Thanks for the tutorials, they are very detailed and will help a lot to those who want to create multiplayer games in Coppercube. |
||||
|
Thank you guys! Just_in_Case, I thought about using your extension, but I also want to restrict user input so I don't have to sanitize special characters. Well at least not at this point. Text inputs/outputs is a pain, it would be so handy to use regular html+css for them. But i also don't want to deal with webgl:) |
||||
|
very nice! |
||||
|
Is someone wonders I'm still working on this:) Today I've updated the deployed version, so now it's POC2 (which is more like 1.5). Just wanted to make sure potato-server can still handle the load. If you're missed everything from the last time, I've added: * server-based collisions * non-interactable (for now) enemies * main behavior code was rewritten to TypeScript I've also fixed 2 minor but annoying bugs: * It's not possible to send empty messages to the chat anymore * Players who close the game using "X" button, are now disconnected after 10 minutes, so no inactive "stuck" models on the map POC2 client if you want to try it yourself: https://drive.google.com/file/d/... Make sure you unzip the contents before launching client.exe. YouTube playlist with almost all coding process:https://www.youtube.com/watch?v=... |
||||
|
hi okeoke would be great if there where some challenging creatures to hunt and a score system where the score would show under the player name so all players can see it. and when you die the score is reset also would be great if you could change name and a nice spot for players to meet just a suggestion but have this and you have your self a nice cozy mmo btw great job you have done already on this project edit: there would be no need to display score under player name it could be only viewed by double clicking a player |
||||
|
Hi Coa, thank you for the suggestions! I'm planning to add few more things like player profiles with ability to set name, fighting mechanics, and transitions between different scenes. These things require more basic and boring elements to be made first. Scenes transition and GUI is something that scares me the most. The idea is also to have most of the development process captured on video, and I can only dedicated 1-2h a week for that, so it doesn't go that fast. I also can see the connection and log, and it appears that some people also trying it out, which is nice:) |
||||
|
nice! i would recommend try to keep it simple at first you can always add to the game also a note about the screen size it does not fit on my 1024x546 display |
||||
|
Is it based on jaime zegpi multiplayer code? |
||||
|
Nope. |
||||
|
Thanks a lot for sharing your knowledge on the multiplayer MMO and for these wonderful tutorials. These tutorials will definitely help those who are in need of creating multiplayer game in Coppercube. |
||||
|
wrote: also a note about the screen size it does not fit on my 1024x546 display Starting from version CopperCube v6.5 it supports command line arguments to change screen resolution. You can create a .bat file with the same folder as client.exe and the following content: start "" "client.exe" -resolution:800x480. The game will start in 800x480 if run the bat file instead of exe. I hope you are not on linux, since it will not work there:) I will try to not forget to include this to the next POC. I also saw some comments inside the in-game chat: * I'm going to update the chat, so it supports more than 5 messages. The initial version is very simplistic and it's added simply to show that networking works. * Enemy behavior is going to be updated, and fighting mechanics will be introduced, hopefully with the next video. Generally, I'm trying to implement the simple version of functionality first, and then make it more complex, for example this is how movement was implemented: Video 1: Added single player with jerky movement Video 2: Fixed movement, so it's not jerky anymore Video 3: Added multiple players support Also, thanks for you comments, suggestions, and testing. It's very helpful, and already allowed to detect couple of bugs and fix them. |
||||
|
So, if you still wonder I keep working on this. POC3 is now on the test server. You can now attack enemies. Once again, it's the most basic implementation: you left click on the enemy, your character comes nearby and attacks. Enemies do not attack back yet. POC3 download link (remember to extract the contents first):https://drive.google.com/file/d/... Run run-800x480.bat in case the game doesn't fit to your screen. If you want some other resolution, just open the bat file with a text editor, and change 800 and 480 to something you need. Edit: Script doesn't work properly with current exe name. Rename executable, so it's called client.exe. YouTube playlist:https://www.youtube.com/playlist... It seems like now I have even less free time to work on it, so I'm not quite sure than the next video will come up. And they probably start to be shorter now. Next steps would be major server refactoring, since it became a mess with recent changes. And then we make monsters attack back. |
||||
|
very cool! when will you add rotating the camera? |
[ 1 2 3 4 ] Page 1 of 4 |
|