Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - ahgElliot

Pages: [1]
1
TNet 3 Support / Re: TNet: Tasharen Networking Framework
« on: January 21, 2013, 10:54:23 AM »
Ok. I think I know what you mean.  I'll try again tonight and see if I have more success.  Thanks for the quick replies.

2
TNet 3 Support / Re: TNet: Tasharen Networking Framework
« on: January 21, 2013, 10:32:42 AM »
Hey there,
Some more woes with getting my game up and running.  In my old networking code I used to just give each their own network view and had the view synchronize my players and it worked as expected.  In TNet I'm finding that if I take my Player class and have it pull from TNBehavior that my players do get connected to the same game/channel (I added in some things to the server to report on this) and they are sharing other networked objects (I have pickups that disappear when one player or the other picks them up). Also, my Player Prefab is created by the TNManager when the player connects to the level and they can control themselves fine.

However, the model for each player is not being created in the networked game.  I only see one player on each instance of the game.  My player prefab is laid out like this:
______________________________
Player (GO)
 |-Stats (component on Player GO)
 |-Equipment/Storage (component on Player GO)
 |->HUD (GO)
 |->Model (GO)
 |->Vision (GO)
______________________________

It's clear that there are 2 players, but the model component doesn't seem to be shared on all clients.

What do you recommend I do here?

Thanks,
Elliot

PS: Are this and this the only available documentation for TNet?

3
TNet 3 Support / Re: TNet: Tasharen Networking Framework
« on: January 20, 2013, 01:12:49 AM »
Hi there,
I've been working on a game and I would like to use TNet for it.  I've already purchased the package and have some of my basics working.  I am running into one issue where I need to get the item that was just instantiated by the network.  It seems this functionality is missing.  I would like to be able to get a NetworkObjectID or a GO from the TNet.Create or TNet.Instantiate methods.

Why would I want to do this?

I've made a game database system and pick up system loosely based off your example from NGUI and the orc inventory/item database.  I have a GamePickup script that I put on a GO and turned into a prefab that has a "SetItem" method on it that I turned into an RFC in preparation for this functionality.  I've added that prefab to the TNManager and it creates the item correctly, but I can't call the RFC because (unless I'm missing something) there is no way for me to get the object out of the TNManager when you instantiate or create an item. 

Is there a way to do this?  Is this something you think I could easily add in?  Would it make sense to have hundreds or potentially thousands of unique object ids in the TNManager considering each item in the game that gets dropped will generate a unique ID?

What approach would you take to accomplish this?  I'm not sure if my current implementation is going to work or if TNet is the best solution for this.

Thanks,
Elliot

4
TNet 3 Support / Re: TNet: Tasharen Networking Framework
« on: December 20, 2012, 10:28:17 PM »
For a $45 price point I will gladly pay you.  This looks great!  I love NGUI and you are by far the best supporter of your assets.  I can't wait for it to come out in a few days!  :D

5
Hey there,
I am relatively new to NGUI but I do know that the UIRoot object has options for the resolution of your GUI on it.  I also believe it scales to fit the screen size. You may want to start by looking there.

Cheers,
Elliot

Pages: [1]