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\/\/olf

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13th October, 2008 at 08:54:14 -

I'm thinking about creating a MMORPG. Well, sorta like a side-scroller. I dont know if it will ever get done but right now, Im making the graphics for it so its subject to change as long as I dont start making it in mmf. Anyway, Im really inexperienced when it comes to using the MOo Object. Any help? What should be the first steps I should take? I want PvP mainly in multiplayer. In Arenas or something similar. Questing, I think would be harder to do. But anyway, are there any decent tutorials out there? And what do you guys suggest basically?

 
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13th October, 2008 at 11:18:43 -

I've previously made a MMORPG engine in MMF2 with Mooclick. But I don't think you should attempt it without understanding the basics of online game development. Start with something smaller like a basic turn-based online game and move onto faster paced shooters or something else which requires smart data sending.

I think you should wait for the OINC extension, which is in development at the moment, because it will be far superior to the MooAPI as it will support UDP rather that Moo's TCP.

 
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WillWill

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14th October, 2008 at 13:59:55 -

He's right.

Start off by understanding the basics of any Moo extension. Make a chat program for example, if I remember correctly MooClick has a ton of features for just that.

 
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14th October, 2008 at 17:21:59 -

MOOClick is surprisingly powerful. Dion't get into any real main stream projects seeing as OINC is on the way... but MOOClick is by no means something you should sell short.

 
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WillWill

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14th October, 2008 at 21:12:40 -

Link to alpha version of OINC: http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=109133

I do however not buy the concept fully. If you're pleased with what you get from a Moo extension such as MooGame it should be alright to stick to that like I am planning to do myself.

 
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14th October, 2008 at 21:25:46 -

Well it's not so much whether you're pleased with one or the other. It's whether you're willing to wait and then learn how to use a far better extension, despite the fact that it might be a tad overkill for what any of the MOO extensions might be capable of doing. If you can design a game with minimum lag and maximum entertainment with MOO, then more power to you. Just know that it's not supported anymore, so any issues that raise... well, you're on your own.
OINC will give us more power that's going to be from this point forward, supported by it's developers, so that we have something better. Theres no concept to buy, in fact... it's free. Haha.

 
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WillWill

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15th October, 2008 at 07:15:18 -

Fair enough.

Just talking about bigger projects that are already in progress.. Experimenting with new extensions is always a blast when you got nothing to lose.

 
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\/\/olf

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17th October, 2008 at 06:34:10 -

OINC huh. Well, Ill take your advice and learn the basic stuff first. I'm wondering though, what do I need to do before I make a game. What i mean is that making a multiplayer option, does that require a whole set of variables other than a single player mode? Like, my basic engine for the game. Can I have it work in the multiplayer mode with Moo or will I need to change it a lot? I know, there has to be some changes obviously but to what extent. Also, is it possible to make an engine that works for both multiplayer and singleplayer (offline)?

 
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WillWill

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17th October, 2008 at 07:41:09 -

Before having a lot of questions that once we answer them might result in you getting even more confused, you should probably take a look at exactly how it works.

I can tell you this, it isn't as easy as enabling a multiplayer option. Since there are so many tutorials out on MooClick, I strongly suggest you should start off by learning it first.

http://www.clickteam.com/eng/resources/Making%20a%20Game%20with%20MooClick/Making%20a%20Game%20with%20MooClick.html

 
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17th October, 2008 at 10:22:58 -

MooClick works like any other multiplayer game naturally does. It sends information over the internet to let other people know what's going on. So to give you an idea of how your engine should work... you need to know that you'll need to do just that. Send information about what's going on. The trick comes in when you try to limit how frequently you send information, and how much you send at once. The internet can only send so much information at once, especially with more people all sending information at once.
One poor example, but an example none the less would be.
Upon pressing right, send a message saying you pressed right.
Upon receiving a message, the message says person pressed right, make the player object associated with that message, to move right.

Theres no automatic object that will make all this work for you. You're essentially making a big ass behind the scenes chat room between games. That's why we are suggesting you learn to make a chat first.

 
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\/\/olf

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19th October, 2008 at 04:15:26 -

Will do, definitely Thanks.

 
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\/\/olf

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20th October, 2008 at 10:10:55 -

okay, so i think i understand what i need to do when i make the game engine. Instead of saying:

player presses right --> move x + 5

I need to add in a text box object (which will later receive text from mmo, hopefully if all goes according to plan)

player presses right --> text change to 'right'
if text is 'right' ---> move right ---> make text blank

And of course, the same concept above should be put to work on enemies and other things that move. This way, i think it will be easier for me when I decide to make the game online. And I will read up on it, definitely, as soon as I get some time from my crazy life.

 
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WillWill

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24th October, 2008 at 08:58:32 -

During these 4 days of absolute silence, have you worked anything with the MooClick extension?

If so you should by now realize that you don't need an edit box to send something with MooClick. You just use MooClick directly by setting a recipient (select Channel to start with) and then simply send a string like "hello".

But before doing that you should know how you make clients connect to each other.. I say, find more tutorials/examples.

 
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