MadCat Posted June 5, 2016 Share Posted June 5, 2016 Hi guys Can leadwerks have the capabilities to make a 4-6 player Co-Op? If so what do I need to do? Quote Link to comment Share on other sites More sharing options...
nick.ace Posted June 5, 2016 Share Posted June 5, 2016 Yes, but you would need to use the C++ edition and implement the networking yourself. A popular library people here use is RakNet. Apparently, it was acquired recently by Oculus (so I guess Facebook?). Quote Link to comment Share on other sites More sharing options...
Rick Posted June 5, 2016 Share Posted June 5, 2016 You can use Lua as well, just need to load a networking Lua library and can't use sandbox mode. 1 Quote Link to comment Share on other sites More sharing options...
MadCat Posted June 5, 2016 Author Share Posted June 5, 2016 Ok I have the C++ Leadwerks Indi edition The networking, so if I want to make something that me n my friends can Co-Op in it going to cost me up to $50,000? Quote Link to comment Share on other sites More sharing options...
Josh Posted June 5, 2016 Share Posted June 5, 2016 RakNet is free. Leadwerks actually has ENet already built into it, and of course there's the Steam networking API. I would not say it is presently easy, but those are the three best networking libs and they're readily available. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Rick Posted June 5, 2016 Share Posted June 5, 2016 First are you talking about playing on the same PC or actual multiplayer? Also, why would you think it would cost you $50,000? The answer is no, but curious why you think it would? @Josh, is enet exposed to Lua within Leadwerks? Quote Link to comment Share on other sites More sharing options...
Josh Posted June 5, 2016 Share Posted June 5, 2016 @Rick, no it is just used for the Lua debugger, to communicate with the editor. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
nick.ace Posted June 5, 2016 Share Posted June 5, 2016 I think he saw the Site license as being the only one without any restrictions. I'm kind of curious though what the different with the commercial license and the PC license is. Is it just support and extra platforms? Quote Link to comment Share on other sites More sharing options...
Rick Posted June 5, 2016 Share Posted June 5, 2016 I believe RakNet is free now anyway so it doesn't really matter anymore. That's an old site from the original owner. http://leafo.net/lua-enet/ this is probably easier to start with. RakNet gives you more options but with that comes complexity. Quote Link to comment Share on other sites More sharing options...
MadCat Posted June 5, 2016 Author Share Posted June 5, 2016 Ok I got ya now Now what do I have to do when the game is finished? Quote Link to comment Share on other sites More sharing options...
f13rce Posted June 5, 2016 Share Posted June 5, 2016 Making a multiplayer game gives 2 problems you would need to research first before you start developing. It can get really complicated and messy if you don't really know what you're doing. It's definitely possible in Leadwerks to make an online game. For example, I made Siege online during the Halloween game tournament. The problems are: - Finding a networking library - Setting up your game to use networking For the networking library, like above I can really recommend RakNet and ENet if you're new to networking. If you're more advanced, I can recommend looking into Boost.Asio and WinSock as it takes it to an ever lower level, giving you more control to the data you're sending out and receiving in. However, RakNet is known for stuttering as their networking tends to use TCP for reliable messages. Stuttering is where data like damage arrives later than it should. For the player it can be unpleasant as it causes things like . For a side project I've used ENet which didn't give that problem. So if I had the choice, I would pick ENet. Although, Ken Claassen made a on how to use RakNet with Leadwerks 2.0 (previous version of Leadwerks), but the idea behind it still works. You can check that out as well. Then for the implementation, there are two approaches to a co-op game. The first approach is to make the game able to host a networked game (also known as listen server), and the second option is to make a dedicated server. In Leadwerks it's easier to make a listen server as creating a dedicated server requires you to make a separate project which you will need to update constantly. A simple listen server is easier to manage both development-wise and release-wise. So whenever you finish the game, you can release it like the following: - Dedicated server: You can give the server to everyone or keep it yourself, make sure the game will still be sent to the players - Listen server: You only give the game (as setting up the server is all in the game), but tell the players to forward a port that the networking is using to establish a connection. There's still a lot to talk about for networking, but these are the basics. I'll be watching this thread for if you have further questions Good luck in the meantime. @Josh, is ENet actually implemented into Leadwerks? Haven't seen that yet. 1 Quote Using Leadwerks Professional Edition (Beta), mainly using C++. Windows 10 / Linux Mint, Visual Studio 2017. GPU: NVidia GeForce GTX970, CPU: Intel i7 7700K @ 4.20 GHz Previously known as Evayr. Link to comment Share on other sites More sharing options...
gamecreator Posted June 5, 2016 Share Posted June 5, 2016 If you have the Pro/C++ edition you can also use Steam. Quote Link to comment Share on other sites More sharing options...
MadCat Posted June 6, 2016 Author Share Posted June 6, 2016 Yeah I have the C++ edition of leadwerks Thia sounds like it involves Code? I hate code Ok, I keep building for now and let you know when I'm up to getting it ready Quote Link to comment Share on other sites More sharing options...
Rick Posted June 6, 2016 Share Posted June 6, 2016 I hate code You're going to have a hard time in game development if you hate code 1 Quote Link to comment Share on other sites More sharing options...
MadCat Posted June 8, 2016 Author Share Posted June 8, 2016 yeah i know that game development is what im studying at the moment lol Quote Link to comment Share on other sites More sharing options...
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