Online Co-Op, is it possible?

Ari3s

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So, I'm starting on an RPG Horror game and I wanted to include a 2 player online co-op feature. (I know, this feature is rather unorthadox in an RPG Horror game.) I'm sure such a thing is possible, but /my/ problem is that I don't know how to go about putting in this feature. Would anyone mind lending me a hand and teaching/showing me how to do so (prefrerably in depth)? Much appreciated.
 

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I've moved this thread to RGSS3 Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.


I doubt you'll get any joy. This has been asked many times. I don't recall it ever being answered in the affirmative.


If you want something multiplayer and online, you would be better off going with an engine designed specifically for it. RPG Maker is not that engine.
 
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mlogan

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There are many topics here regarding this discussion. It might be really helpful to search for them.
 

Ari3s

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I've moved this thread to RGSS3 Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.

I doubt you'll get any joy. This has been asked many times. I don't recall it ever being answered in the affirmative.

If you want something multiplayer and online, you would be better off going with an engine designed specifically for it. RPG Maker is not that engine.
Right, sorry about that. I realized it after I had posted it.

Well, the thing is, RPG Maker is the easiest program for me to use when it comes to game making.

Acutally, I have seen affirmative, "yes this can happen" type answers, but they've all been to online mmorpg related questions.
 

Hudell

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Well, I've got some basic internet operations working already and I got a friend working on adding some more features to that script, but I've got my hands full right now and wouldn't be able to help you.

Though I have seen several "online games" project threads on different forums, so I thought there was already a known way to do it.
 
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Engr. Adiktuzmiko

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Possible, yes. Though it would take a lot of work. And also, it might not really be optimal to do online co-op in Ace. When it comes to delays in data transmission, I think Dekita had made some tests for it.
 

Shaz

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Acutally, I have seen affirmative, "yes this can happen" type answers, but they've all been to online mmorpg related questions.
And is there a difference between online mmorpg and online co-op, except for the number of players? The scripts necessary would be pretty much the same: one to allow the game to communicate with a server, and one to allow multiple players.


Also, an answer that says "yes, this can happen" and an answer that says "yes, this has been done, and here is the script", are worlds apart. Only one is useful if you're not a scripter.
 
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Engr. Adiktuzmiko

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Yeah, MMO is just Online Co-op with a lot more players. Plus if we take that they are different, co-op would be easier than MMO so since MMO is possible, then you should have already thought that co-op would also be possible.
 
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Ari3s

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Possible, yes. Though it would take a lot of work. And also, it might not really be optimal to do online co-op in Ace. When it comes to delays in data transmission, I think Dekita had made some tests for it.
Ah okay. Well I guess to be more specific, my idea was that instead of being on a server, one of the players would host the fame on their connection (i.e Call of Duty games). I also had an idea for a match/game name and password system so player(s) don't end up with unwelcome guests.
 

Engr. Adiktuzmiko

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I have thought of doing that before, doing it locally might be easier though. Then again, I'm no expert when it comes to networks.
 

Ari3s

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And is there a difference between online mmorpg and online co-op, except for the number of players? The scripts necessary would be pretty much the same: one to allow the game to communicate with a server, and one to allow multiple players.
Well from what I know, MMO is hosted on a server. Co-Op is usually hosted on the host's connection.
 

Shaz

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If you just mean hooking up two PCs on a network, that is not the same as "online". But you still need to make them talk to each other.
 

Engr. Adiktuzmiko

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Well from what I know, MMO is hosted on a server. Co-Op is usually hosted on the host's connection.
There wouldn't be a difference considering that there would still be a server, just in this case, the server will be one of the players instead of a dedicated one. I do think the set-up would be the same (with maybe some minor differences)

Also do you really need it online or just on the same local network?
 
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mlogan

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As far as passwords and such, you might shoot Dekita a message, I know he's done some work in that area.

I do still strongly recommend that you do a search for past threads, it might give you a better understanding of what is and isn't capable.
 

Ari3s

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I do still strongly recommend that you do a search for past threads, it might give you a better understanding of what is and isn't capable.
I have, and I do have a fair idea on what can and cannot be done. I also tried finding scripts already made for what I'm looking for but no luck obviously. I did manage to find a "same-system" co-op script though.
 

Ari3s

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There wouldn't be a difference considering that there would still be a server, just in this case, the server will be one of the players instead of a dedicated one. I do think the set-up would be the same (with maybe some minor differences)

Also do you really need it online or just on the same local network?
Gotcha. I'd prefer online, so say two friends at their own homes can play together. But I am also looking to include local.
 

Zeriab

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Technically yes, practically no.

Being able to program is an absolute must. The design of the standard scripts assumes single player so you will need to revamp huge portions of it. The whole networking part will require you to hop through hoops and do all sorts of weird workaround.

Should you hire a programmer to do this for you expect a 5 digit figure.

Creating a co-op game in RPG Maker VX Ace is far from the easiest. As Shaz already said. It's not the right tool for creating a co-op. It will work against you.

Go ahead if you still want to whether it be for the academic exercise or for the principle. Just expect it to be significantly harder than using a tool more closely designed for the tast.

*hugs*

 - Zeriab
 

??????

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As mentioned, RPG maker really isnt the engine to use if you have your heart set for full online capabilities.

While yes, I have done some cool work regarding basic online functionality within rpg maker (video evidence in spoiler), its really not an easy task.


What you in the video has literally, taken me months to get working properly (had to go and learn new code languages and such) and its still not fully functional (with all the features I have planned) as I dont have the free time to enhance it further right now. :)

Also - even though I have bits of knowledge in this subject, I am still at a complete loss with regards to having the game client (the players game) open its own server to use as the host for a game. (pretty sure I'm gonna have to delve much deeper into networking to figure that one out).

That being said, for things like 'username && password', auction house, mail sending, even multiplayer battles is possible (just have to be very very careful about how you send the data and how its stored).

And finally...

Possible, yes. Though it would take a lot of work. And also, it might not really be optimal to do online co-op in Ace. When it comes to delays in data transmission, I think Dekita had made some tests for it.
Just to touch on the point raised here.  Yes, I have done tests (using my private HTTP script(s)). These tests where mainly on the GET-ing of data as I haven't fully implemented POST as of yet (just gotta fill a few methods here and there); however, post will only be slightly slower by my estimations.



As you can see, 43,000 GET requests per second are possible; however, this is only assuming the initial connection is never closed. (only each request is closed).

If you are performing a full request, closing everything after its no longer required, you can only get about 10 (yea, ten...) per second.

Uhhh... Sure there was something else I was gonna say...
 

Ari3s

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Ah okay, I understand now. But, a question. RPGMVXA does run on C++ right? If it does, then that won't be a problem. Although I'm only have so much knowledge on the language, I do have a handful of friends who are very well learned in the language. So I /could/ call in a few favors and see what I can make happen. If it takes as long as took you Dekita (assuming it was just you but if it takes as long regardless), then I could release the game with just it's singleplayer and "same-system" co-op functions and add online laterl on; once it's fully finished and what-not. I don't mean to insult anyone's capabilities in anyway, I'm merely stating that I tend to manage accomplishing tasks many would deem as "impossible." (I say this looking back on my musical accomplishments and a Pokemon hack that I had thrown together for my friends and I.) But, as we (my friends and I) aren't full-fledged experts on the matter, I hope you wouldn't mind if I asked for you to share the script or just a portion of it so we have something to go off of, Dekita.

Thanks.
 

??????

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RPG Maker Vx Ace has a built in language which is ruby - this is the language that would mostly used for changing any functionality within the default engine. In order to use additional C++ systems with ace, you would have to write them in a dll and use ruby code to call the functions within the dll.

If you truly intend to accomplish tasks that others have deemed 'impossible' then I suggest you find a new challenge. Having FULL online functionality within ace is extremely possible, it just requires an extensive knowledge of the following;

- the default rpg maker engine,

- ruby code writing,

- processing HTTP requests and interpreting their replies,

- php code writing,

- performing SQL Database queries with php,

- maintaining an SQL database,

And it also requires either of the following;

- Purchase an expensive server and services from some web host,

- Set up your own server, purchase a web domain etc and DIY. (involves much much much more work, such as downloading and installing php and SQL manually...)

(personally, I recommend both of these, then you can use your 'paid for server' for the finished project, and your own server (which should also be accessible offline -> ie, from your localhost) for performing changes to the system (for development).

Finally, and most importantly, it requires TIME.

In order to setup your own custom systems you have to debug a whole heap of crap such as; Why isnt your server returning the correct data? is it an issue in a php script or some ruby code? perhaps its a small bug hidden in your C++ dll?

Additionally, almost all of the default engine must be rewritten. If you want a login title screen, you have to rewrite the title system, the save system and the loading system, then you have to make your new system correctly interact with your web server, correctly process each request and interpret the incoming results - OH YEA, and dont forget the fact you have to rewrite the input system to detect all keypresses before you can do any of that! (cant login if you cant detect the keypress :p )

As you can see, each 'small feature' requires an inordinate amount of work. Due to this, there is no single script I could show you. (well, I could link the core http processing script I wrote, but considering no one but me has seen it yet, and I have not finished it yet, that wont happen I'm afraid). :)

Others have stated, and I shall reiterate.  Search the forums for the threads that have been asked on the subject of 'Online' and 'MMO' before (a lot of them fairly recently). Those topics may give you additional insight into how to go about setting things up.

Additionally, it would be 500x easier and quicker for you to use an alternative engine to create a game with online features.
 

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