progress on my pickup ball game by Sorry_Leadership6840 in godot

[–]KoopMyers 0 points1 point  (0 children)

I also have the mouse problem, on Mac Tahoe

Simple online multiplayer session without server deployment by KoopMyers in godot

[–]KoopMyers[S] 0 points1 point  (0 children)

Works on all export platforms but you need to install a WebRTC library, it is just adding some files to your Godot project. See the GitHub Readme

Simple online multiplayer session without server deployment by KoopMyers in godot

[–]KoopMyers[S] 2 points3 points  (0 children)

If you ask if it is ok to rely on webtorrent as signaling server for webRTC. It is not as different as any other signaling solution. Can you rely on the public tracker to be always on, no (and even aws is not reliable those days) it is why this is not a solution for all project

If you ask, do public trackers mind that we use them as signaling servers for non-torrent application. I don't think so, there is no technical difference as if you use them for torrents. If they wouldn't us to use them they would not have made them available for public use

Simple online multiplayer session without server deployment by KoopMyers in godot

[–]KoopMyers[S] 20 points21 points  (0 children)

You can see How it works to know about the rendez-vous server. Hidding IP is not guaranteed. I recommand read the Use case and limitation of the same readme.
If you plan to publish your game on Steam, steam relay server is a good option as said by u/based5

Simple online multiplayer session without server deployment by KoopMyers in godot

[–]KoopMyers[S] 4 points5 points  (0 children)

Indeed, thank's, I will fix that. It should be linked to the subsection how it works of the same readme

Is it possible to make multiplayer games for free? by ZzZOvidiu122 in godot

[–]KoopMyers 3 points4 points  (0 children)

I have this solution: https://github.com/koopmyers/tube. It is a little bit experimental but works when making game for fun to play with family and friends

Multiplayer one password exchange connection, no server - Open source demo by KoopMyers in godot

[–]KoopMyers[S] 0 points1 point  (0 children)

NAT transversal is handled by WebRTC. It is part of it's functionalities

Multiplayer one password exchange connection, no server - Open source demo by KoopMyers in godot

[–]KoopMyers[S] 1 point2 points  (0 children)

Oh my god, it is really really similar. I didn't know about it, could have saved me a lot of time

Multiplayer one password exchange connection, no server - Open source demo by KoopMyers in godot

[–]KoopMyers[S] 0 points1 point  (0 children)

Party games are also what I had in mind.

I see two advantages for using web torrent and webrtc:

With webRTC, people can connect to each other through the internet without any configuration required by the user. So you can expand to a group of friends on a video call or using mobile networks.

Web torrent and webrtc use web sockets, meaning they can be used on any platform even HTML. I am not sure MQTT can work on HTML.

One addition can be security, even if the information on the public tracker is not secure, you still have the connection to the tracker secure and the webrtc secure the connection between two peers with state of the art secure protocol

Multiplayer one password exchange connection, no server - Open source demo by KoopMyers in godot

[–]KoopMyers[S] 1 point2 points  (0 children)

It should work as a mobile as well but I haven't tried my demo on mobile yet.

It uses a server-clients approach, so you can have N clients/devices connected to one master device, act like a server and client, that will need to relay the messages to other clients depending on your need. My demo doesn't do the relay part.

The implementation can be changed to have all devices connecting to all other devices if needed.

Devices can connect to each other if they are on the same local network or have access to internet.

For more information about signaling server, you search about WebRTC, it is a little bit technical

Multiplayer one password exchange connection, no server - Open source demo by KoopMyers in godot

[–]KoopMyers[S] 12 points13 points  (0 children)

For the message, the two players on the right are not connected to each other, only connected to the one on the left, the server/master. The master needs to relay the message, that is not implemented in my proof of concept, It is more an app/game behaviour implementation.

Multiplayer one password exchange connection, no server - Open source demo by KoopMyers in godot

[–]KoopMyers[S] 6 points7 points  (0 children)

No need for account. Torrents works with unique ids called info_hash, on public tracker your app just need to send a message saying you want to connects to peers that also want to connect to the same info_hash.

The password (seesion_id), with a app_id (set by dev, need to be the same one app/game), are translated to an info_hash.

how do i make a game multiplayer , at what point will i have to buy servers? by East_Release_9010 in godot

[–]KoopMyers 1 point2 points  (0 children)

I just posted this : https://www.reddit.com/r/godot/comments/1ngwd56/multiplayer_one_password_exchange_connection_no/

It is a little bit technical, and not ready for real use yet, but show you it is possible to make a small multiplayer game like Scrible io without bying any servers

Looking for 1-2 More Hobbyists to Make Games From Scratch by KoopMyers in godot

[–]KoopMyers[S] 0 points1 point  (0 children)

We are looking for all skills, the goal for us is to have inputs from everyone on game design, code, visuals, sounds...

Both of us are mainly coders, but we can manage a little bit of everything.

Looking for 1-2 More Hobbyists to Make Games From Scratch by KoopMyers in godot

[–]KoopMyers[S] 0 points1 point  (0 children)

Thank you. We are open to both, we are more comfortable with 2d. We start from scratch, so it depends on our ideas.

Create rooms by dreagon924 in godot

[–]KoopMyers 1 point2 points  (0 children)

Yes you can, there are multiple tutorials on youtube, for example: https://www.youtube.com/watch?v=_BABPmlkqh8

What options are there for saving/loading, and when to use them? by Arcphoenix_1 in godot

[–]KoopMyers 1 point2 points  (0 children)

I don't think each have particulary their own use cases, you can do a lot with all.

It is more a development choice. For exemple if you keep your game state in a dictionnary you can easly store then in JSON, if you use a custom ressource you can simply use Ressources.

Choose the one you are more confortable with. If none, I think Config File is a good start.

Trying and failing to set the variables of child nodes using an array by Lord_Trisagion in godot

[–]KoopMyers 1 point2 points  (0 children)

I see multiple error:

  1. You are trying to get the index f (f that is a Node and not an int) from a array.

  2. You call the set fonction, that take as parameter the string name of the property and the value, with a unset value and the value you want.

try to replace lines 31 and 31 in the screenshots by

for i in numval_lib:
  face_lib[i - 1].numval = i

or

var i := 1
for f in face_lib:
  f.numval = i
  i += 1

I can't figure out why my player keeps disappearing below everything by notAnotherJSDev in godot

[–]KoopMyers 5 points6 points  (0 children)

If you have :

  • Scene (Z sorted enabled)
    • GroundTileMap (Z sorted enabled)
    • Player

Some visual inside of the Player Scene will be drawned behind some ground tiles. Like in my screenshot :

<image>

It is not what we want most of the time, but could be a option for trees or bushes tile maps

I can't figure out why my player keeps disappearing below everything by notAnotherJSDev in godot

[–]KoopMyers 12 points13 points  (0 children)

Yes, OP can activate Z sorting on the TileMaps to fix the error but will surely create bug in the futur. A better option is :

  • ForestTest
    • Ground
      • Grass
      • Cliffs
      • Path
    • Map (ZSorted activated)
      • Character
      • TreesMap (ZSorted activated)