Ok, I'm back - with a new feature preview: Online Multiplayer

Oh and @grazer we dont need to worry about the game I was working on. I have an idea I want to do with multiplayer so well put the other thing on hold.

Keep focusing on multiplayer and make it as stable and available as possible.

Also instead of player check it should be client check

Nah, there’s just no good name for it.

Well, it checks if its on the client of the person controlling it, does it not? It would be the best name in this situation

@grazer I’ve emailed you errors.

I agree with CrimsonBlackGames

Hey @Latif3 - I wasn’t ignoring your post :slight_smile: I’ll answer your points one by one:

I don't like the way it connects. We should be able to do it ourselves like CBG said, a connect block would be a good idea. It outputs when the client is connected so we can make custom loading screens

Can’t you accomplish this right now? When the connected count is 1, then you’re the only player, so you can show a loading/waiting screen. Once the connection count reaches some minimum number, you can resume the game. Does that work?

I was also thinking about the ability to create new instances yourself, what about having 3 options in the Connect behavior: * Create or join instance with id (this will read the input value as id, this is for more 'private' games with friends) * Join existing instance or create new one (default, will ignore instances with ids) * Always create new instance

I’m not sure I understand why “always create new instance” would be useful. If the client always created a new instance, wouldn’t it be basically a single player game?

We should also have a Disconnect block and Disconnected block which triggers when someone loses connection with the server in any way (reloads page, closes browser, lost internet connection etc.).

The player count updates (increments or decrements) when someone joins or leaves. You should be able to detect changes using that. Is there a use that I’m not understanding?

Also, why don't we have an option in mailbox to send it to everyone or only to yourself?

I’ll think about this one a bit. The shared block is basically a “remote message” block, so I think you could accomplish this by adding a Player Check block in front of the Shared Block's input.

Player count doesnt entirely work @grazer. Pixelstudios has come to the conclusion that only the host can see it.

@grazer Thanks for responding :slight_smile:

Didn’t know connect count is 0 first, but the loading screen idea was for the Connect block idea :tongue:

About always creating new instances, you have to use it together with the ‘create/join instance’ option. It will try to find a spot in an existing instance so it isn’t just always singleplayer.

About the disconnected block, using the player count for that is a good idea. Requires some more logic though.

One last thing, everyone is able to make temporary edits to games. This could be abused in multiplayer games because every client can be different. Have you already thought about this and disabled editing?

Bruh, opening the editor disconnects you.

So if the editor is opened you have to refresh to connect again?

okay

omg finally, I can’t wait to get started

Yo @grazer how about a change games behavior.

It connects you to a different room, or makes you host a new one

Hey @CrimsonBlackGames - I don’t understand what you mean. Are you asking for something like @Latif3 suggested, where you manually select what instance to join?

Search by IP may be useful, so you aren’t randomly connected to someone you don’t want to play with.

The reason why a Connect behavior block is really needed is because you don’t always want multiplayer in every level. For example, in my 1v1 there’s a character select screen, and if I’m ever going to purchase an indie account I want it to make a match when you’ve selected your character.

Can’t players objects have a camera each one?
or I have to make the camera a different object (and multiplayer: none) in order to work?

Hey @PixelPizza - I wasn’t quite ready for the next release, but I deployed an update just now that fixes the multiplayer cameras. Now you should be able to just stick a camera in the player objects, and they’ll work.

Wait, are the cameras untethered now? Then we could have a big exploration map and the players can split up.

@PixelPizza was working on a multiplayer dungeon game, but it felt too crowded on the screen.

@“Mhx Ar” Wait players didnt get their own cameras before? Ive been working on a huge map. How do I setup multiple cameras now?

Edit: Oh, I was working on a dungeon game too. Darn.