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  Hmmm... multiplayer Quest is new to me... can I get more info?


Author Topic:   Hmmm... multiplayer Quest is new to me... can I get more info?
Tyrant posted 22-07-2001 05:57 GMT     
I always knew about the multiplayer online Quest, but never really thought about it... until now. I've been thinking about how amazingly FUN that could actually be! I don't really know much about it, though.

I know about how other players basically play the same adventure at the same time as you, but you can interact with them with text. Is there actually a way where I could make a multiplayer ONLY game, and all the players can actually PHYSICALLY (well, text game wise) interact such as in a deathmatch?

Alex posted 22-07-2001 12:05 GMT          
QuestNet (as it is now called) takes ASL or CAS files that are very similar to the ASL and CAS files that Quest uses - there are only small differences. So yes, you could make a multiplayer only game (it would run in Quest, but wouldn't be very interesting). The interactions between players are not hugely sophisticated in the current alpha, but there's nothing to stop you trying - you can install the current build of QX3 Server and run multiple instances of Quest to test your game.
carlii posted 25-07-2001 12:59 GMT          
Well I don't get it. Refresh me.
Computer Whizz posted 25-07-2001 20:17 GMT          
Hey, Tyrant..... do you have a Trojan on my PC?? It seems that the ideas I have for creating games seem to mystically appear on these boards from you!!!!
:)
I will stop you!------ I WILL SUCCEED!!!!

...... that's a bit of my own advertising... :P

--CW

Tyrant posted 25-07-2001 22:57 GMT          
LOL, a Trojan??!! That's odd, maybe we both think the same or have the same tastes. Either way, I think I have an idea to make while I make my big daddy game. It won't be an adventure, but it should be fun... a fighting game! And not only that, but the fighters are the people from the boards such as me, Alex, Al, you, etc.! Ah, we'll finally see who prevails: Tyrant or Computer Whizz!
Computer Whizz posted 25-07-2001 23:14 GMT          
I want to be more like Nemesis!! He's kinda intelligent (....like me!) and he's always in the dark (....like me!), he's also very strong (..... unlike me :().
I could always be a Hunter, they're the second best RE monster..... or maybe even a licker; then I could climb around on the ceilings :)

I'm making something like a fighting game, my project won't be revieled though! Oh, I'm going to have to investigate about that HP stuff using multiple people. Could anyone post any code to test this? I'm not too sure about this multi player stuff!

--CW (still checking for open ports ;))

Tyrant posted 26-07-2001 12:11 GMT          
When I made my RPG battle system (which I can hopefully use in a game soon), I used various collectibles. I made the choice of having the maximum number of opponents in one battle being 6, and the minimum being, of course, 1. I made six collectibles:

enemy1hp
enemy2hp
enemy3hp
etc

Before each battle, I set the collectibles to the number of HP the enemies start out with. Of course, if only 3 enemies are in that battle, I only set the first 3 collectibles. Then, at the victory procedure (after you win), everything is reset back to 0.

I also used string variables so I could use the same battle menu for every battle in the game. There would be:

#enemy1#
#enemy2#
#enemy3#
etc up to #enemy6#

Along with setting the enemyhp collectibles, I also replace the string variables with the enemy names. In the victory procedure, all enemy string variables are replaced with a simple space so they appear blank if they are not used in the next battle.

During the battle, I use this condition:

If #enemy1# is Robot Man, then do robotmanproc, else if is Testical Man, then do testicalmanproc.... (these enemies are simply for example!) something like that. Each enemy string variable checks if it is matched with all these different enemies defined in the game, so the process can take a while. Like I said before, my battle engine can be VERY complicated and confusing, and I spent many hours on it, but it DOES work... and brilliantly I might add! Does this sort of help you out?

Computer Whizz posted 26-07-2001 12:22 GMT          
WOW!!!
You really did the things different to me!
No, what I was referring to was Quest Net code, maybe putting in properties to the different players, ect... I still don't know if the variables are different for each player or they all use the same "on-line" variables??

I'll post some idea's for Quest Net...

--CW

Computer Whizz posted 26-07-2001 12:57 GMT          
Hey, wait a minute....
Tyrant, couldn't you use:
do #enemy1#_proc instead of doing all of those if's, then's and else's?
so you'd have boegeyman_proc and croc_proc
set string (isn't it?) <enemy1; croc>
and on change of enemy1 (ASL 284 or later!) do #enemy1#_proc.

I think it's something along those lines!

--CW

Tyrant posted 26-07-2001 07:25 GMT          
Whoa, I think that could be possible! I never thought of that! Good idea, I'll have to write this down then change it when I get to it (even though it'll only take a minute).
Tyrant posted 26-07-2001 07:27 GMT          
Oh yeah, by the way, if you ever figure out some techniques for Quest Net (like giving other players certain variables and how to actually interact with them as if they were an artificial opponent), could you tell me or email me? That would be greatly appreciative since I haven't tried anything with Quest Net yet, so it'll take a while to figure out some of its features. My email is [email protected] if you decide to email me, otherwise just post it on the forum(s).
carlii posted 26-07-2001 12:25 GMT          
OK, you guys freak me out! Are you obsessed or what!?
Tyrant posted 26-07-2001 18:58 GMT          
Obsessed with what?
Computer Whizz posted 26-07-2001 21:27 GMT          
Obsessed??.... isn't that a bit strong?
Oh, and Tyrant, when you use the different proc's, do you do virtually the same thing? Why not use the same procedure? I was going to do LOADS of different procedure's in the demo I'm making (a clone of your idea, which should help you :)) but then I thought "naaaahhh, I'll just have the same procedure!".
I'll post it to you when I'm finished.

Oh, I think the properties you're on about, will have to be done by loads of variable's and an array or two. But what's hard is to get the player's name, ect...
Wait.. I just had an epifany (SP?)!!! I'll have a log-in type thing when it starts. I'll give each player items and relate to THEM when it's HP, ect... Is there a way to relate to certain object's when they are owned by certain people Alex?

--CW