What battle system better suited for Network game?


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SoulOfRock

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Aramil836

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Hello to all, and everyone who can help please do, because I have no clue.
I have been using Alpha NET for a game I am making.
The thing is that even though everything seemed to be working great up until a point,
recently, EVERY SECOND BATTLE, the game just crashes.
bug2.png

And this is what happens. I cannot for the life of me know why. It's every second battle, and every time I use a skills I have made, whether they are magic, or special or whatever.
 
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Flame_404

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Hey if i upload my game with your plugin on a wesite with a html 5 project, does it work ?
 

Eliyud

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Is there a way to add members to the party (to be controlled by the host) via scriptcall?
 

henryking88

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Alpha NET Version 0.6

Last build: 774 (22.10.2018)

by Pheonix KageDesu


The system for the implementation of a cooperative and mutiplayer game in RPG Maker MV.



Features:

- very easy to transform project to cooperative project
- all you need is RPG Maker MV and plugin
- very friendly to third party plugins
- embedded server (you don't need third party soft)
- very complex inside but very easy to use

Run game over:
- local network (LAN)
- hot seat (splitscreen)
- over internet if you has something like Hamachi or etc

Support:
- PC (client and server)
- Browser (only client)
- Mobile (only client)
- MAC (client and server) (? - not tested yet)

Video tutorials:

Download last version of plugin: https://github.com/KageDesu/AlphaNET

More information:

F.A.Q (answers on most frequently asked questions)
https://github.com/KageDesu/AlphaNET/wiki/F.A.Q
Plugin WebPage (information and tutorials):
https://kagedesuworkshop.blogspot.com/p/alpha-net.html
WiKi Page (documentation):
https://github.com/KageDesu/AlphaNET/wiki
YouTube channel:
https://www.youtube.com/channel/UCA3R61ojF5vp5tGwJ1YqdgQ?
Hi This is an awesome product. are you still working on improving this as it seems the last update is sometime ago...Thanks.
 

yawk

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Edit: i fixed it the problem was SuperTools engine, pls work on this.

I have an error, when the game start i cant do anything, in my project and in the demo.

I have this plugins:

SRD Translation engine
SRD Supertools engine
Galv cam control
Galv layer graphics
Community Basic
SocketIO
AlphaNet
 
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mfnz0r

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Is there a way to host your RMMV game on a website, and open it to multiplayer?
 

tormented12

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Hi,
The script doesn't work when converting into apk. Tried to debug in Android studio, i see there is a try from the apk to connect to the local ip but it get connection error. I even enabled fw in my local server to allow all (although it's local connection) and still no go. If you fix this, you got yourself another *******.
 

Koblas

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Should I trust hamachi to create a network?
 

XGuarden

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Did this script can work with many players? like 16 or even more?
 
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Should I trust hamachi to create a network?

At your own risk

Did this script can work with many players? like 16 or even more?
No restrictions, but more players more powerful server and established connection you need



I'm returned to this project, but start working on new version of plugin (for MZ too)

Alpha NET Z
– it’s a new version of Alpha NET plugin, focused on the new RPG Maker MZ engine, but will also work with MV

While developing this plugin, I set a goal to fix two main issues of the first version of the plugin. The first is the complexity of the connection via IP and the built-in server. The second is a support of ABS.

Today, I will talk about solution for first issue – connection and server. We talk about the features of the Alpha NET Z server architecture and show you how easy it is to get into the game with your friend using new plugin.



Dedicated server​

Alpha NET Z (ANETZ) using dedicated Node.js server. You don’t need start game client to start server. And it’s mean you can crate multiplayer mobile games.

But hosting own server in cloud with dedicated constant IP it’s not easy thing (and in almost cases not free). So, I hosted global server for ANETZ by my own. You don’t need to worry when you developing and testing your game about server and IP addresses at all.



serv.png


Easy connection process​

When you plug Alpha NET Z plugin, you will see new Network menu

1.png


When you press enter you automatically will connect to global server, not need setup IP or other, and will see networking menu

2.png


Set name of your room and crate it

3.png


Also, you can change your network name (in settings menu)

3a.png


When you create room you will be in Room menu

4.png


Your friend should click Join Room and will see all rooms on server

5.png


Each room have information: engine, gamemode, game title, room name, players count and room status

When your friend chose proper (your) room and connect, you will see your friend in room players list

6-1024x405.png


When your friend will be ready, you can Start the game

7.gif



ANETZ still in development and many things (like menus appear) can be changed.
 
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W.... WOOOOOOWWww Kagedesu this is wonderful!!! You really know how amazing is this... I have no words.:kaocry:

I'm really happy to see you're continuing with the projects, I hope to make a coop arpg game this year and get motivated enough once my chief fires me due sale drops, you and rmmz will be the ones giving me hope in this life. Imagine making the dreamt online game, and see people playing it even on mobiles... Amazing.

Questions!
  1. Will be possible to make private rooms, meaning you can only join them if people give the name? What would happen if the same room name already exists?
  2. Also, will you add an option to generate a random number instead (for the case someone's game get big success).
  3. And what about player names? Will you make a system like Genshin? (Unique ID, player can change nickname anytime).
For now, no more questions, probably you already thought about them :)
 

lightmagician60

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can you use different Save files?

Person 1 Hosts with their own save file
Person 2 joins using their own Save file on their computer
 
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Alpha NET officially is deprecated and not supported anymore.

Alpha NET Z (beta 0.5) available for download (MZ and MV)



First post in this thread is updated. You can download Demo project from firt post.


Alpha NET Z also still in development, you can write any suggestions and report bugs in this topic.
Version only 0.5 but features is enought to start making multiplayer or cooperative game.

The most important difference from the previous version (Alpha NET) is a simpler connection to the network game (not need Hamachi and etc) and future support for active battle system Alpha ABS with PVP and PVE
 

BreakerZero

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I have a quick question. I'm trying to use a dedicated set of maps for multiplayer functions (via a control switch detection) and am experiencing infinite load times from doing so. Any idea if this can be investigated?

EDIT: Forgot to mention but this is in a browser implementation.

EDIT 2: Further analysis suggests that the map isn't even being loaded with another player in the room (player one by himself is fine, however).

EDIT 3: And to be fair, the server log does show that map transfer is being registered.

EDIT 4: Here is the server log of the map transfers:

Code:
ANET Server by Pheonix KageDesu


Try load Settings.json
{ port: 3034, filteredRooms: true }
Server Main created. rev: 111
Start Server at port: 3034
Client connected 3oF8FsxdaOzja0cMAAAA
Player registered on Server as Player 763
Player ID 3oF8FsxdaOzja0cMAAAA change name to 2 Dev 136576030
Client connected V06EdYU7MIM7bFcRAAAB
Player registered on Server as Player 90
Player ID V06EdYU7MIM7bFcRAAAB change name to 2 Dev 717272945
Room Room_251 created, owner is V06EdYU7MIM7bFcRAAAB
Client requests rooms list
Client 3oF8FsxdaOzja0cMAAAA join to Room: Room_251
Try binding Actor 1 for Player 2 Dev 136576030
Binding Actor 1 for Player 2 Dev 136576030 - Good
Try binding Actor 3 for Player 2 Dev 717272945
Binding Actor 3 for Player 2 Dev 717272945 - Good
Starting game for room Room_251
Player 2 Dev 717272945 now on Map ID 261
Player 2 Dev 717272945 now Map ID 261 Master!
Player 2 Dev 136576030 now on Map ID 261

Note that I'm also trying to do this by using network-provided names instead of player-determined identities (read: Steam/Xbox usernames) so the default behavior for this purpose is being ignored completely and the identity preset with the associated information.

EDIT 5: I have now determined that connectivity issues seem to be happening when using older hardware, which is probably going to kill my cross-gen plan if I can't get this resolved. Specifically, performance tanks on older hardware for some reason. As for the loading screen issue, I narrowed it down to an asset failure (because reasons for which I encrypt everything and this too was expected to be treated as such) and patched it out with a properly processed version.
 
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BreakerZero

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Probably should've put this out already, but to follow up on the prior post I have a video demonstration of the lag to show you what I'm talking about. Also, this is on both the global server and a personal deployment.

 

BreakerZero

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One more issue to report. While in single player I'm getting the following error condition when starting a battle:

Code:
RangeError: Maximum call stack size exceeded
    at Function._.isConnected (Alpha_NETZ_MV.js:196)
    at Scene_Battle._.updateBattleProcess (Alpha_NETZ_MV.js:6999)
    at Scene_Battle._.updateBattleProcess (Alpha_NETZ_MV.js:7005)
    at Scene_Battle._.updateBattleProcess (Alpha_NETZ_MV.js:7005)
    at Scene_Battle._.updateBattleProcess (Alpha_NETZ_MV.js:7005)
    at Scene_Battle._.updateBattleProcess (Alpha_NETZ_MV.js:7005)
    at Scene_Battle._.updateBattleProcess (Alpha_NETZ_MV.js:7005)
    at Scene_Battle._.updateBattleProcess (Alpha_NETZ_MV.js:7005)
    at Scene_Battle._.updateBattleProcess (Alpha_NETZ_MV.js:7005)
    at Scene_Battle._.updateBattleProcess (Alpha_NETZ_MV.js:7005)

Any idea of what's happening?
 

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