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Where should i start if i want to make my game multiplayer. I know i need to have a server/client and socket and all but is there anything prebuild (i saw websocket or something) that could easily start me up? Maybe a tutorial on actionscript sockets or something?
lol im ready for all :P
I found this and this is exactly what i wanted… and yeah i know playing with sockets isnt really fun. Ive read a bit on that tutorial and saw some trick for latency and stuff and oh well… Gonna take some days ;P
I was playing with visual basic socket and linux C ansi socket in the old days… But thats a long time ago hehe but i know a bit how it work just need a refresh. Im pretty new with actionscript tough but i builded my game engin in like a week so i guess its not that bad (Tiled map, world object, customizable character, ennemies, equipable weapons with properties, world collision and object/ennemy collision, camera, game ui) need some fix but still its there :P (collision worked after a day staring at screen…)
Im really into it so before going too far i need to learn more about socket see if i have to start now or i should build a “campaign” solo mode first then go multiplayer. But for now. I need to sleep. :P
One thing I did when first looking into multiplayer was simply making a split screen game where the two “screens” communicated in a manner similar to sockets. Simulating lag and such helped me iron out and learn a lot of the issues that one can run into with multiplayer.
Later changing this local communication to actual communication over a network wasn’t that hard.
TCP is not ‘slow’ unless your network is congested or you want something very time critical. The overhead from using TCP is a tiny fraction of the ping time if you are a long way apart geographically.
I don’t believe it’s possible to do game hosting in Flash (in browser) because of security restrictions on what browser plugins can do, even if the user has the relevant firewall and router permissions set. The best you’re likely to be able to do is hosting through a central server, similar to (or using) a particular room type on Player.IO.