Network game using JoinNetGame, StartNetGame, etc

Blitz3D Forums/Blitz3D Programming/Network game using JoinNetGame, StartNetGame, etc

WERDNA(Posted 2009) [#1]
Hey everyone!

I'm working on my first ever online game, and its actually coming
along pretty well!

I 'should' have a demo ready pretty soon.
(Its the online version of Ping Pong Battle)


But!

I have 1 question first.

Currently I'm using StartNetGame at the beginning of my program
to either host a game, or join one.
This is less than satisfactory.
I would really like to write my own once I get the first demo out.

I have a good idea of how to do so, but want to make sure I've
got the right concept.

1 Begin the game, go through logo sequence, get to title screen.

2 Click on 'Multiplayer' and the game connects to the server, gets
a list of all current games, and displays them.

3 Browse the games, and either join one, or start your own using
HostNetGame and JoinNetGame.

4 Begin playing, the server sends data back and forth between
computers.


Now I have a fair idea of how to program most of this, but I need
some answers about the server side of the program.

I can't host the server on my own computer, since my internet sucks,
and since I have dial up and would be holding up the phone line
all day :)

Is it possible to buy some hosting space from a site like godaddy.com
and run the server program on that?

And if so, how would I go about making it run, and is this really
an option with blitz?

Thanks,


_Skully(Posted 2009) [#2]
I suppose it depends on how you set things up...

If the server component just connects peers then the server side could be typical technologies used on the web such as MySQL/PHP or the like.

If you are actually hosting games on the server then you will pretty much have to provide your own server, or pay for exclusive server access because your server code could take the whole server down.


WERDNA(Posted 2009) [#3]
I would actually be hosting games, since my internet sucks to much
for me to host from my computer :)

If you are actually hosting games on the server then you will pretty much have to provide your own server, or pay for exclusive server access because your server code could take the whole server down.


How would I go about providing my own server?(Or is that simply hosting from my computer?)

Who offers exclusive server access?

Thanks,


_Skully(Posted 2009) [#4]
for example...
http://iweb.com/dedicated/server-deal-canada?gclid=CISmhcKwgZ4CFRESawode1iFpg

http://www.google.ca/search?hl=en&safe=off&q=host+custom+server&btnG=Search&meta=&aq=f&oq=


WERDNA(Posted 2009) [#5]
Ty, will check out the link a bit :)
(I'm a tad tuckered, from working on ping pong battle for several hours on end)

Also I'll check out tilemax. Looks fun :D


_Skully(Posted 2009) [#6]
Well, right now the editor is missing support for a LOT of features of the engine itself (you can't even add a spawn point yet). Its really just a Tile editor and TileSet processor (with brushes)... So I don't know how much "fun" it will be lol.

The whole thing is still alpha really.. lots of unlinked code and "modelled" concepts for how to deal with various aspects of the game... I'm currently (when I get snippets of time) writing a game GUI called AXEGUI which will allow for menu animations (pivots and the whole deal) because I want to redo the editor to run from the game itself... I want making the levels to be as fun as playing them if thats possible lol