Having two RM clients on different computers speak to each other directly

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Started by Tsukihime 14 posts View original ↗
  1. You have two people on the same network.


    Is there a way to have them speak to each other directly?


    For example, you send a message to them, they send a message to you, and your games are updated in real-time.


    1. Can it be done?


    2. If so, how?


    3. Code examples?
  2. PM incoming.
  3. I am also curious.
  4. I'm curious too. I have an idea before of sharing data via a shared drive.

    Like you're gonna make them.type the path to the shared drive then you will create a file in there which the games.will read nd write data that needs to be shared

    Never got to try it though.
  5. Engr. Adiktuzmiko said:
    I'm curious too. I have an idea before of sharing data via a shared drive.

    Like you're gonna make them.type the path to the shared drive then you will create a file in there which the games.will read nd write data that needs to be shared

    Never got to try it though.
    This sounds like it would be very awkward. How would you share the changes you make to the files in real time? I mean if you have just the one file how would you prevent the data from being overwritten?
  6. Yeah, that's a possible problem depending on what type of data you would actually share... That would only happen if ur modifying exactly the same data. But if it's a simple, send data of p1 to p2 and vice versa, then there shouldn't be a problem. Since p1 will be the only one modifying his data and p2 will just read it. and vice versa.

    Now if you're making something like a coop game that has an ABS for example, and you're sharing stuff like current HP of the enemy, then you might have problems in case data writing from one comp is slower than from the other.

    I haven't really tested it though, so it's all just an idea. In essence, it's just like sending data to and getting data from a server-based file
  7. Engr. Adiktuzmiko said:
    Yeah, that's a possible problem depending on what type of data you would actually share... That would only happen if ur modifying exactly the same data. But if it's a simple, send data of p1 to p2 and vice versa, then there shouldn't be a problem. Since p1 will be the only one modifying his data and p2 will just read it. and vice versa.

    Now if you're making something like a coop game that has an ABS for example, and you're sharing stuff like current HP of the enemy, then you might have problems in case data writing from one comp is slower than from the other.

    I haven't really tested it though, so it's all just an idea. In essence, it's just like sending data to and getting data from a server-based file
    It looks like Tsukihime is asking if they can modify the same data so they are able to work on the same project but different things simultaneously. 
  8. Actually I meant in-game. For example you have two players on the screen on two separate clients.
  9. Tsukihime said:
    Actually I meant in-game. For example you have two players on the screen on two separate clients.
    O okay, I misunderstood.
  10. Internet people, Internet. Having a RM client/game send things to other game at a friend PC. Online capabilities.

    I'm interested on this because I always wanted to make online battles. I followed that tutorial of connecting to a Java server, sending and receiving messages with it. But between clients, have not accomplished anything.

    If you learn how to work with Winsock directly (?) I guess you could do it. Opening a socket, giving your IP to your friend, and that friend connecting to you via that socket and that IP. Server-client relationship (???).
  11. Oh, I thought this was about the editor, not a game.
  12. There is a script that allows you to have http connection I believe... Plus the Pong tribute game here already has an online leaderboard, so we would probably just need to dwelve a bit deeper and apply  that to sharing other kinds of data
  13. You're gonna need a message protocol system, however you do it. That'll take a bit of time to write on it's own, specifically if you want to encrypt data going back and forth. As for ways to implement the actual talking between games, you'll either need to setup a single server that manages client -> client connections and have it running 24/7, or you can write direct client to client connections, with one client acting as the server.


    For RM, the first is easiest because implementing a socket server within RM itself is a pain. However, if you could pull that off, it'd be cleaner and the better option over having a separate server from the actual clients themselves.


    It's a shame ruby .so files can't be loaded in. *wink*
  14. Tsukihime said:
    Actually I meant in-game. For example you have two players on the screen on two separate clients.
    How did this end up going?

    My friend and I are looking into this. We don't want anything special just see each other in the game maybe sync up the coordinates if possible. My friend can easily do the server side in fact we have a c# one that could be easily modified for RPG Maker. We just have not found a solid concept / example of it yet.