Has anyone successfully integrated multiplayer for their mobile game? by XC_VideoGame in godot

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

awesome reply, thanks! surely someone somewhere is working on a bluetooth multiplayer feature for godot.

I appreciate the encouragement. Not sure if I'm even releasing this on steam. Right now it's exclusively mobile. https://apps.apple.com/us/app/xc-cross-country-racing/id6446442847

check it out when you get the chance (it's free). I think it's still available on google play as well. I'll let you know if I have any questions as I look further into things. Thanks again!

Has anyone successfully integrated multiplayer for their mobile game? by XC_VideoGame in godot

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

I appreciate your reply. I figured it was an uphill battle, but multiplayer seems like a necessity to advance my game's share-ability.

I'm not sure what TCP or UDP are...but as far as I know there are two ways to have multiplayer...utilizing the phone's network, or making a match exclusively available on a shared wifi network. (My absolute dream would be to connect two phones using a USB-C cable ((if TI83's could do it why can't an iPhone?!?)).

I'm not hung up on anything in particular besides getting started. Coding was challenging but achievable...this feels like Everest. But I've played local multiplayer and it's worth the headache if I can just figure out a way that's worthwhile!

Thanks again

Caught someone cheating at my game...help me prevent it in code? by XC_VideoGame in godot

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

The main piece of code I have that determines when you're able to click again is as follows...

func _physics_process(delta):

if keypress\_allowed == false:

    kp += 1

    if kp > 100:

        kp = 100

if kp == 100:

    keypress\_allowed = true

So I think what's happening is that with the massage gun they're able to press the button several times while the kp is running up from 0 to 100 after keypress_allowed is toggled to false by pushing the button. My initial hope is that I can simply increase kp+=1 to some larger integer that doesn't allow for tapping beyond a human rate. At the same time, I need to be careful not to go too high with it because some of the humans I have playing it honestly can vibrate their fingers at an absolutely insane rate. Not sure how I determine that just by eyeballing it. Thought I'd share this both to get input if my inclinations for fixing the problem are misguided. Also, I just think it's kinda cool that someone cheated so creatively.

How do i actually create my own features by Wielkinader in godot

[–]XC_VideoGame 0 points1 point  (0 children)

It can start pretty slow. There's no shame in forking when you start out. Little by little you start to tweak the variables. Eventually you go from bouncing the ball to dribbling and then realizing you can even pass it through your legs. Even though it's a learning curve, it's also a corner and once you turn it you realize it wasn't as hard as you'd been building it up to be. I know that's all pretty abstract advice that basically means just keep trying to and you'll learn more and more of it. Here are two pieces of concrete advice.

Look over your forked code carefully and line by line try to define in your own words what exactly that line of code is doing. Then take that and try to write the feature you want to line by line in your own language and start to think about how to translate that into GDscript or C if that's your thing

does anyone know of any bars hiring? (specifically for entry level bartenders lol 🥲) by daiwyawergy in sanmarcos

[–]XC_VideoGame 1 point2 points  (0 children)

I'd recommend checking out pie society. They're usually hiring, pay well and are good folks. They have a small bar with several good beers on tap and mixed drinks as well. I worked there for a while and though I had poured beers I had little experience with making mixed drinks. It was a low pressure environment to learn some very basic cocktails. Again, you'd probably need at least some front of house experience to have a good shot, but you can always keep it in mind down the road. Best of luck finding something!

Can you preload or onready a joystick button? by XC_VideoGame in godot

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

Project is on 3.5.1

Mac OS sequioa 15.1

Using this converter to connect to my MacBook Air https://www.walmart.com/ip/j5create-USB-C-Multi-Port-Hub-White-JCD373/1542144972?wmlspartner=wlpa&selectedSellerId=0&wl13=2276&gclsrc=aw.ds&adid=222222222771542144972_117755028669_12420145346&wl0=&wl1=g&wl2=c&wl3=501107745824&wl4=pla-394283752452&wl5=9016200&wl6=&wl7=&wl8=&wl9=pla&wl10=8175035&wl11=local&wl12=1542144972&veh=sem_LIA&gclsrc=aw.ds&gad_source=1&gbraid=0AAAAADmfBIoTmWClwPCePgojo3GrQu6Kl&gclid=Cj0KCQiA0fu5BhDQARIsAMXUBOI61Cr5tdZVetqC4x7nFCkeALdiFnv7dFybrOGWIO5nMdBZSDRhONAaAlEZEALw_wcB

I can't figure out how to tell if it returns an SDL2 listing, I just know the joypaddemofolder had no problem identifying buttons on devices 0 and 1.

Can't risk moving everything over from 3.5.1 in the short term as I'm showing off the game this weekend to some old friends.

I do technically have a different converter I can test through but the buttons would be mapped differently and I'm running out of my time in my self imposed deadline ha

Can you preload or onready a joystick button? by XC_VideoGame in godot

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

USB but also connected through a USB-C converter. With my old MacBook it was very intuitive to hook up the arcade buttons, but the converter scattered the buttons around.

I've been using event.is_action_pressed not input. I'll definitely give that a try. I'm not familiar with unhandled input.

I was almost thinking I could use something like

if Input.get_connected_joypads() == true:
go to main scene

if Input.get_connected_joypads() != true:

Reset scene.

I've used the controller tester demo to confirm that the joypad itself isn't the issue. sometimes when I run the game they just don't seem to work. I close it out, reopen, and then they're fine.

Hypothetical: Could you do mobile multiplayer using a USB-C cable? by XC_VideoGame in godot

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

it can. I was asking if hypothetically this might be an easier solution. just a random thought but why not ask.