Asset - Extension Multiplayer Add-on for YoYoRPG

The-any-Key

Member
You are not alone


Demo (exe): https://drive.google.com/open?id=0BxE4k4xEiNO2UFZKcjREUFJvN0E

This is a add-on for yoyo RPG. This will add LAN multiplayer features to the yoyo RPG engine. WAN (Online) multiplayer is also possible with this add-on. Read more about online in the info link.

You will need to own the YoYo RPG to make this work: https://marketplace.yoyogames.com/assets/143/yoyo-rpg

This extension can only be added to the marketplace version of the YoYo RPG engine. Follow the "Getting started guide" how to create the start project. In the start project you can then develop and add features to the game. Customise sprites, sounds, quests, shops... Add new rooms, enemies, player characters, items, weapons... Create a unique RPG multiplayer game. Just check the tutorial videos. If you dont know how to add what you want or need help. Just send me a message or post below.

More info is found here: http://theanykeysupport.blogspot.com/2016/12/yoyo-rgp-engine-multiplayer-add-on.html

Marketplace:
https://marketplace.yoyogames.com/assets/4911/multiplayer-add-on-for-yoyorpg
 

The-any-Key

Member
Added tutorial 010: Farming

You can now plow fields, plant seeds and grow crops and harvest them.
In multiplayer with your friends. Want to create a new multiplayer Harvest moon?

 
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Lahssoo

Guest
Quick question : is there any form of lag compensation technique, or is it only for LAN?
 

The-any-Key

Member
is there any form of lag compensation technique, or is it only for LAN?
It's for online too.
I use a recorder and replay technique.
The engine record states and send 3 steps and "replay" and interpolate the steps on each client. The client now hold 3 steps and start play one after another. This give the server time to record and send 3 more. This will allow a smooth movement even if the ping is somewhat height. It also increase it to 6 steps if the ping is very height. You can also edit this in the engine.

But if the ping is super height. The engine skip states and try to keep up the movement of that player. This makes that client jump from position to position. Else the clients would see old states and create paradoxes. But it's possible to set so it show old movements. It depends on taste.
 
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Lahssoo

Guest
It's for online too.
The engine hold 3 steps and "replay" and interpolate the states on each client. This will allow a smooth movement even if the ping is somewhat height. It also increase it to 6 steps if the ping is very height. You can also edit this in the engine.

But if the ping is super height. The engine skip states and try to keep up the movement of that player. This makes that client jump from position to position. Else the clients would see old states and create paradoxes. But it's possible to set so it show old movements. It depends on taste.
Very interesting. I don't really care about multiplayer on yoyo RPG, but I'd like to learn basic lag compensation. Is you code easy to read? Can it be used as a learning resource? Also, what do you call super high ping?
 
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Lahssoo

Guest
Oh, really super high then :D

Too bad for learning. If you plan to make a more basic multiplayer demo you can count me among your customers.
 

The-any-Key

Member
basic multiplayer
It's hard to make lag compensation basic. But i usually search Google for articles on lag compensation and network techniques and read them. Then I can use them in gm. You need to spend weeks on just research and reading articles.

Ex
http://www.gamedonia.com/blog/lag-compensation-techniques-for-multiplayer-games-in-realtime

https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

http://gafferongames.com/networking...ogrammer-needs-to-know-about-game-networking/

https://www.gamedev.net/resources/_...rk-programming/networking-for-games-101-r1138
 

The-any-Key

Member
Too bad for learning. If you plan to make a more basic multiplayer demo you can count me among your customers.
Just wanted to say I am creating some more basic and free tutorials here:

It will cover some GMnet basics and then dive into Client-side prediction with server reconciliation. This is a basic network lag compensation technique.

You can read more about it here:
http://www.gabrielgambetta.com/fpm2.html
 
Hi I am interesting , but i have question to purchase i need clear answer about online method is Node JS or other and support multi room for more games in same time , thank you
 

The-any-Key

Member
Hi I am interesting , but i have question to purchase i need clear answer about online method is Node JS or other and support multi room for more games in same time , thank you
Hi.
Note that the YoYo RPG engine is off sale. So you must have bought it before.

Can you give some examples what you mean with "online method" and "support multi room for more games in same time"?
 
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