My intention is to deploy it and make it available even though it’s not 100% complete so that it can get tested a bit and we can discuss what features will need to be added to make it more useful.
In addition to the multiplayer, the following updates were made as well:
multiple crash fixes
changed physics debug key (again): ctrl+shift+d
new multiplayer debug key (for tracking down networking problems): ctrl+shift+m
fixed crash in EXtractor block when not selecting a property to extract
Let me know if you find any problems or have feedback - thanks!
@XXD3G & @Superstargames - “Disabled” at the bottom means the network was disabled. This happens if you open the editor, so that people can’t easily cheat while in a game by opening up the editor and changing the running game. If you reload the page it will go away.
Free users can play multiplayer games, they just aren’t able to make them - so this message doesn’t have anything to do with the type of account you’re using.
Hey @grazer Im going to take a shot at making a simple multiplayer game and I was wondering how well timers sync between different player objects.
For example if two player objects are spawned at the same time and a two timers set too, say 5 and repeat forever start when they are spawned will the stay in sync for several minutes while the game is played?
Also do shared objects have behaviors synced or just physics and their own iterations of behaviors for each player?
Well, the rough overview of multiplayer says that you can emit/spawn shared objects, but only if you are connected to a network (so you have to be playing with someone). The crash could be due to a bug.