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Re: Getting a server for a love2d game

Posted: Fri Jan 01, 2021 7:53 am
by Gunroar:Cannon()
Woah, do you mean like making the website for me?...Hmmm...
You can do it...now?( Me who still doesn't fully understand :P). I'm using it for a shooter platformer game... :crazy:

Re: Getting a server for a love2d game

Posted: Fri Jan 01, 2021 10:25 am
by Xii
Gunroar:Cannon() wrote: Fri Jan 01, 2021 7:53 am Woah, do you mean like making the website for me?
Yes.
Gunroar:Cannon() wrote: Fri Jan 01, 2021 7:53 am I'm using it for a shooter platformer game... :crazy:
How far along are you in development?
How many players are you anticipating to have matchmaking at the same time? 10, 100, 1000, more?
Do you need any other information besides IP? Like player names or something.
Gunroar:Cannon() wrote: Fri Jan 01, 2021 7:53 am You can do it...now?
Alright. A few days will pass in the interim, probably.

Re: Getting a server for a love2d game

Posted: Fri Jan 01, 2021 12:14 pm
by Gunroar:Cannon()
Xii wrote: Fri Jan 01, 2021 10:25 am How far along are you in development?
pretty far, just need to add things like achievements, polishing and hats( :P). Then compiling for publidhing might take some time.
The name of the game is Dust:Battle Beneath, if you need it.
Xii wrote: Fri Jan 01, 2021 10:25 am How many players are you anticipating to have matchmaking at the same time? 10, 100, 1000, more?
Alot...? Maybe a 1000. Depends how big the game wil grow.
Xii wrote: Fri Jan 01, 2021 10:25 am Do you need any other information besides IP? Like player names or something.
No..but ..maybe..but ..no(no, not really)
Xii wrote: Fri Jan 01, 2021 10:25 am Alright. A few days will pass in the interim, probably.
Wow, thnx..PM me... when it's...done? You can also explain the whole thing there and how it works becuase I'm still knocked out a little.

Re: Getting a server for a love2d game

Posted: Sun Jan 03, 2021 2:24 am
by Xii
Done. If anyone else wants a simple matchmaking/server listing service, feel free to ask.

Re: Getting a server for a love2d game

Posted: Sun Jan 03, 2021 9:31 am
by Gunroar:Cannon()
Nice!!! Thnx a lot!!

Re: Getting a server for a love2d game

Posted: Sun Jan 03, 2021 1:11 pm
by Gunroar:Cannon()
Xii wrote: Fri Jan 01, 2021 10:25 am
How far along are you in development?
How many players are you anticipating to have matchmaking at the same time? 10, 100, 1000, more?
Do you need any other information besides IP? Like player names or something..
Hehe( :I swear this thing's missing a laughing sweating face emoji:).
.It seems that I could do with a little bit of info now that I looked into it which I overlooked before(like name(though nor important), and the type of match and time of match). Is there anyway to do this/categorize the IPs sent...? :P

Re: Getting a server for a love2d game

Posted: Mon Jan 04, 2021 12:40 am
by Xii
Gunroar:Cannon() wrote: Sun Jan 03, 2021 1:11 pm .It seems that I could do with a little bit of info now that I looked into it which I overlooked before(like name(though nor important), and the type of match and time of match). Is there anyway to do this/categorize the IPs sent...? :P
Take a moment to think about exactly what you need, then tell me, in as specific terms as possible, with example data.

Re: Getting a server for a love2d game

Posted: Mon Jan 04, 2021 8:52 am
by Gunroar:Cannon()
I would need the name of the player hosting and the mode of the game the host made which are 4 but could grow so I was thinking if there's are way to make it a string variable : death match, team death match, capture the flag, and king of the hill. I'll also need the time of the match selected by the host in seconds. All info is really just given by the host so that the client knows which game to select.
Is it possible to quickly connect and disconnect from the IPS to get the info or would that take too long?

Re: Getting a server for a love2d game

Posted: Tue Jan 05, 2021 4:57 am
by Xii
Gunroar:Cannon() wrote: Mon Jan 04, 2021 8:52 am Is it possible to quickly connect and disconnect from the IPs to get the info or would that take too long?
I'd say that is your best bet. Use UDP (not TCP) to send a packet to each IP, and have each IP send back a packet with the info. Modern systems can handle a thousand packets easily. Using UDP, sustained connection is not needed like with TCP.

Re: Getting a server for a love2d game

Posted: Tue Jan 05, 2021 7:30 pm
by Gunroar:Cannon()
How do I do that( use UDP instead of TCP and the quick connect(broadcast I think?) thing; sorry , I'm a networking noob :P)