Closed dfsdfsdfs closed 8 years ago
I haven't been able to get a forum account either :/. I haven't had to implement rooms yet for my purposes, but I know I will so I decided to try it out. So the second link you posted is not really useful, actually from my experience I think its a pretty bad way to stream data down.
I'd be willing to bet you are hitting the same things that I just got hung up on:
From there, it is basically just as he said in his post, he just neglected to talk about creating another viewport so that the update method for the scene would actually get called on the server, leading to the room being streamed and all the entities created.
Check out this gist: https://gist.github.com/Ricky-N/870f48c383961686a014
As it says there, you should just have to replace the appropriate files in your 24.4-multiplayer-isometric-keyboard example with those ones to get what I hacked together to work. It is in no way clean or anything good at all, but it is a working starting point.
Your bet was right. The gist didn't work, tho. Would you mind answering three basic questions? 1 - Why is your structure (ie "ClientNetworkEvents" with no more "_onPlayer[...]") better than the example structure? Any benefits performance wise? 2 - Why your code runs new "ServerNetworkMessage('playerEntity')" but totally ignores "ServerNetworkMessage('connect/disconnect')? 3 - Any benefits of going through confusing mainscenes, secondaryscenes, tertiaryscenes, in comparison with running phaser + multiroom socket.io? I'm unsure about using this engine because I still don't see the advantage over other tools. Is the network handling really that good?
Sure thing,
Sorry if that's a bit long winded, let me know if you have any other questions.
Would you mind showing me a working example of two players mounted to two different maps and not streaming data to each other? I'm starting to think the engine is bugged. https://gist.github.com/dfsdfsdfs/7fa11d8b9f4eee1c305d Good luck. If you are able to tell me what's going on (It's not me I swear!!) I may help you with your game. Say one functionality and I will make it for you.
I played around with the camera on my gist example some more (I had just disabled camera following), it looks an awful lot like there is a bug in the engine. I am hesitant to say that though, it is much more likely that we missed another configuration, but I'll try to look into it some more when I get home.
Thanks a lot, man. The editor "ige.addComponent(IgeEditorComponent)" doesn't work either. You can do some stuff on the browser but you can't save or export it. https://gist.github.com/Solib/7833156 This gist works as in loading two maps and stream only to entities inside them (you can check this by opening a few browsers, in the console you will read that a new entity appeared only if they are mounted to the same map). It fails to mount the player characters tho.
I was searching for ige sample projects and found this one. I was wondering if there's a way to make multiple maps?
After reading these two threads (http://www.isogenicengine.com/forum/viewtopic.php?f=8&t=73&hilit=stream & http://www.isogenicengine.com/forum/viewtopic.php?f=8&t=526&p=1687&hilit=stream#p1687 ) and trying out different combinations for ten hours I haven't been able to spawn two clients in two different maps.
Forum of the engine is dead. I don't know if this engine is supposed to use only a single tiled map. Every approach I found is broken.