Bigman

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- Introduction:
Communications suite that allows for multiplayer in RPG Maker games.

- Features:
Client to Server
Server to Database
Client to Server to URL
Client Peer to Peer
Server to Client File Transfers
Server to File
Server to Server Steams
SSL Support
Peer to Peer Encryption
And more...

- Instructions:
This is part of the RevCommSuite open source project I created: https://gitlab.com/cstukes/RevCommSuiteSOURCE

- Video:


- Things the video doesn't show:
Player logins that are registered with the database.
The map is completely generated based on settings from the database.
Characters and map spritesheets, and sound files are completely downloaded from the server.
Players were connected through Peer to Peer client connections, through it's capable of doing server to client connections.

- Special Thanks:
Sapphire Action System IV by Khas Arcthunder - Used for actual character movement, modified
SAS IV Damage Sprites by Khas Arcthunder - Used for damage sprites
JSON Encoder/Decoder by game_guy - Used for communication conversion, modified
 

COehManeh

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Please, I need to know how this project works.
 

Bigman

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Please, I need to know how this project works.
Right now, its an open source project for anyone to download and implement. I am trying to finish working out some bugs in the Peer-to-Peer encryption before I can call it an initial release. When that's done, I might setup a site where you would sign up and use the plugin to get multiplayer. Did you have a specific question about it?
 

COehManeh

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Right now, its an open source project for anyone to download and implement. I am trying to finish working out some bugs in the Peer-to-Peer encryption before I can call it an initial release. When that's done, I might setup a site where you would sign up and use the plugin to get multiplayer. Did you have a specific question about it?

Thanks for the answer.

The last time I started working multiplayer testing for RPG Maker I had success but not very enjoyable. Some errors made me give up.

I recently found this publication and it interested me, even though I did not understand the logic of adaptation to the RPG Maker system. My question is how to implement it in the game so that it works. Could you do a tutorial?

With the little knowledge that I have, I intend to deepen and who knows how to help so that your project goes ahead with efficiency.
Thanks.
 

Bigman

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Thanks for the answer.

The last time I started working multiplayer testing for RPG Maker I had success but not very enjoyable. Some errors made me give up.

I recently found this publication and it interested me, even though I did not understand the logic of adaptation to the RPG Maker system. My question is how to implement it in the game so that it works. Could you do a tutorial?

With the little knowledge that I have, I intend to deepen and who knows how to help so that your project goes ahead with efficiency.
Thanks.

I'm using RPG Maker as a test bed for this communication API. I have some ideas for multiplayer games, but, if I just wanted to do that, I could easily go with another system. I could also turn what I'm doing here into a service for RPG Maker developers. Anyone of the mentioned features could be there own plugin connected to a central website I could create or directly implemented by someone with enough technical skill. I would really like some help if you're offering, but I'm not done with everything yet. If there is something you specifically want me to go over, I'm more than happy. If you're looking to do something like the demo though it is running between my home systems, but I'm willing to show how I got there. The first step would be to download the project from Gitlab.
 

COehManeh

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I'm using RPG Maker as a test bed for this communication API. I have some ideas for multiplayer games, but, if I just wanted to do that, I could easily go with another system. I could also turn what I'm doing here into a service for RPG Maker developers. Anyone of the mentioned features could be there own plugin connected to a central website I could create or directly implemented by someone with enough technical skill. I would really like some help if you're offering, but I'm not done with everything yet. If there is something you specifically want me to go over, I'm more than happy. If you're looking to do something like the demo though it is running between my home systems, but I'm willing to show how I got there. The first step would be to download the project from Gitlab.

Hey,

Like I said, I dont have much knowledge. But I'm interested in helping with what little I know. But before I need to understand the logic of how to make it work in RPG Maker. What version of RPG Maker do you originally run? Is it by the browser or the one to make it work by the program executable? And how is the assembly of this code in the project files, so that it works. That's why I asked if you can do a tutorial, it would be easier. Note: And I'm sorry for my English, I'm Brazilian and I can miss any pronunciations.

THanks!
 

Bigman

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Hey,

Like I said, I dont have much knowledge. But I'm interested in helping with what little I know. But before I need to understand the logic of how to make it work in RPG Maker. What version of RPG Maker do you originally run? Is it by the browser or the one to make it work by the program executable? And how is the assembly of this code in the project files, so that it works. That's why I asked if you can do a tutorial, it would be easier. Note: And I'm sorry for my English, I'm Brazilian and I can miss any pronunciations.

THanks!

I have only tested this on PCs locally in VX Ace, so I don't know how it would work on mobile yet. I don't have any tutorials to offer at the moment just because I'm still finishing things up and time constraints. I can give you an overview for now of how it works. The main server peices are RevCommConfig.php, RevCommData.php, RevCommMain.php and RevCommServer.cs. RevCommData works with Config and Main deliver data from a database through a web server to a client receiver. This could be used for things that can be poll for information like turn based multiplayer games. RevCommServer alone can connect to a database or web server to get the same data and deliver it to a connecting client. That would be more for action multiplayer games. On the client side, RevCommClient.cpp and RevCommProcessor (js or rb) can be used to process data into the game. Processor can be used to register objects for delivering data to like RPG Maker's player object. Processor.js can get the data from Main on the web server. Processor.rb can get data by connecting to Client. Client can connect to Server and/or other Clients for peer-to-peer. Hopefully that wasn't too confusing.
 

COehManeh

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I have only tested this on PCs locally in VX Ace, so I don't know how it would work on mobile yet. I don't have any tutorials to offer at the moment just because I'm still finishing things up and time constraints. I can give you an overview for now of how it works. The main server peices are RevCommConfig.php, RevCommData.php, RevCommMain.php and RevCommServer.cs. RevCommData works with Config and Main deliver data from a database through a web server to a client receiver. This could be used for things that can be poll for information like turn based multiplayer games. RevCommServer alone can connect to a database or web server to get the same data and deliver it to a connecting client. That would be more for action multiplayer games. On the client side, RevCommClient.cpp and RevCommProcessor (js or rb) can be used to process data into the game. Processor can be used to register objects for delivering data to like RPG Maker's player object. Processor.js can get the data from Main on the web server. Processor.rb can get data by connecting to Client. Client can connect to Server and/or other Clients for peer-to-peer. Hopefully that wasn't too confusing.

Hey again!
Thank you for the explanation. I'll try to implement, although it has gotten a bit confusing yet. Thank's
 

Kes

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@COehManeh and @Bigman You can't test how this will run on mobile as this is VX Ace, which does not port to mobile. Only MV does that.
 

Bigman

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@COehManeh and @Bigman You can't test how this will run on mobile as this is VX Ace, which does not port to mobile. Only MV does that.

When I said that I didn't know if it worked on mobile yet, is because I have not tried it in MV. I know MV supports Node.js and one my Processors is written native Javascript. That leds me to believe that it might work with some tweaks.
 

Bigman

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A real help would be a tutorial on youtube or video! :aswt:

Sorry. I am planning on doing some once I get to a stable build or start designing the plugin parts directly connected to RPG Maker.
 

DOTP_DREAMWALKER

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Just pushed my most recent changes to: https://gitlab.com/cstukes/RevCommSuiteSOURCE. This includes the completion of Peer to Peer encryption. If anyone is interested, I'm looking for testers.

I downloaded the source files. I have briefly browsed through the config files and I'm not quite sure how to test this out. I don't have any knowledge regarding the server stuff, but I would still like to know to get started. Perhaps you can draft up a tutorial on how to set up a peer to peer connection or something?
 

Bigman

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Sorry for no updates, been busy working on updates. Version 1.0 has been released. I'm building an engine around this. It is further explained in the thread: File Downloader / Updater
 

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