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Messages - tstack

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1

Hi thanks cmifwdll - these are great insights - the prefab is not coupled to the camera however, it attaches after TNet instantiation - it is the same way the TNet demo files work.

Also, I should add that I got this working around March and TNet has worked flawlessly ever since. However I made changes to my game at the end of August, then went on an entire month fixing the inventory system.

I don't think I tested those August changes before I worked on the inventory system. They included things like adding a player name and the player selecting a color.

Why it suddenly applies to the 1st player on the joining client (from the 1st player client this is not indicated - everything still looks normal) I am guessing because of my handling of variables.

The game, having applied the name and color to the 1st player on the 2nd players client screen (iOS) never actually instantiates the 2nd player. I am guessing it errors out at this point.

I'm not sure what to do since feedback from the iOS platform is minimal. I am going to try commenting out my "Options Menu" code from August.





2

Hello,

I can play as a single player, then join with a second device/client. But when I join with the second client, my character, name color and all appears, then shifts to where player one was on the 2nd client screen and I cannot control them.

Any thoughts here appreciated, my project is due in just over a week now.

Thanks,
tstack

3
TNet 3 Support / instantiation problem.
« on: May 25, 2016, 02:08:49 PM »

Clearly my problem, not TNet's   :)

Here is my question: I have a non-network product that wants to instantiate the player.

Is it possible to add a player to the network that is already instantiated? Or does TNet Manager absolutely have to do the instantiation?

It is possible to have another script instantiate the player, then have TNet add the existing player to the clients?

Thanks

4
Thanks - my first few tries fell out of synch pretty quickly, I will try this next!

5
TNet 3 Support / Re: TNet 3 Tutorials
« on: April 29, 2016, 08:52:11 AM »
Getting back to the tutorial input, is there any chance that either the Space Game or Ship Game Starter Kits would be updated for TNet 3 and made available again?

http://www.tasharen.com/?page_id=53
http://www.tasharen.com/?page_id=62

I feel that a lot of what I stumble on is probably pretty close to what is / was in these kits, and they'd prove a better example for what I am working on.

Alternatively - is it possible still to buy the old version anywhere? Updating 2->3 code is also a great way to learn.

Thanks

6
Greetings, I have a question that is similar to a "moving platform game" question that involves multiple players in a local co-op / LAN game. *

Let's suppose that the game involves jumping on to and off of a simple playground merry-go-round, that is rotating very slowly:



The spacers in between the pie segments are solid walls, the space in the center is empty and large enough for a player to run through.

The players are very small compared to the merry-go-round, about the size of that white poly in the middle, and the merry-go-round is rotating very, very slowly.**

Obviously, we don't want players jumping through the "walls" between the segments, but they could collide with them and get knocked down, where they will lay on the floor of the rotating platform.

Q: Should I be instantiating this terrain obstacle and then using RCCs to share the axis rotation and rigidbody information? If I keep the update time relatively short will it stay in synch for all the players? What is the best way to do this? I have tried to keep the mesh size as low as possible and there aren't many colliders.

Thanks

* it is a single player or local co-op game only, to help keep latency down.
** there are multiple corridors that lead to this junction, and the rotation makes other entrances / exits available to the players.

7
TNet 3 Support / Re: Client actions effect all instantiated players?
« on: April 27, 2016, 02:16:54 PM »
Ha! Brilliant! Of course it is.

Thanks that totally fixed it.  :) :D ;D

8
TNet 3 Support / Client actions effect all instantiated players?
« on: April 27, 2016, 08:34:20 AM »

I think I know the answer here - I have individual TNO IDs for each player, and my few, slow moving projectiles also have TNOs.

I am playing on two iOS devices. When I join the game as the second player, If I hit "fire" both players (myself and the other client) fire their weapons.

Is this because I am using public vars and classes and not protected?

Thanks


9
TNet 3 Support / Re: iOS support
« on: March 17, 2016, 06:35:03 AM »

Hi Aren - sorry to "wake up" an old thread, but - what can we do as your "fans" to help push the iOS development forward? Document our process? Test certain setups? Record performance in different situations? Make an implementation tutorial? Even a post for iOS with a to-do list that we can look at might be able to help us help you?

Just a thought, thanks.
tstack

10

And I can call that from within an iOS game, between two iOS devices?


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Thinking of an example of what I am asking, it would be like two people playing Minecraft PE on devices, one person opens their "world" in Minecraft PE, and someone else can join their world over wi-fi.

I've already bought TNET on Monday, I thought I had read that this ^ was the case.

Thanks again.

12

Hello, I have been searching threads to make sure I post this in the appropriate place, I think this thread is where this question would go.

Reading above...

If I have just two iOS devices, say two iPods, connected to the same WiFi node - but without an internet connection - can they play multiplayer together? I am assuming TNServer.exe would then be running in mono on iOS?

Thank you for your time.

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