Ideas on how you could approach a mmo?

Advice on general approaches or feasibility and discussions about game design

Re: Ideas on how you could approach a mmo?

Postby DFX2KX » Mon May 26, 2014 11:13 pm

another thing one could do, would be add an I2C module that'd emulate I2C over a network. That might be a more general and useful tool, and more people would likely find use for it. you'd hook it into your PC, and tell the pc application what network to connect to. Then your GB would think it was hooked to the others over i2c
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Re: Ideas on how you could approach a mmo?

Postby adekto » Tue May 27, 2014 12:53 am

so just a normal arduino and handful of processing code?
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Re: Ideas on how you could approach a mmo?

Postby ProCoder » Tue May 27, 2014 8:42 pm

rodot wrote:Yeah, the emulator doesn't support the battery level. You can disable the battery warning in the Gamebuino library in file battery.cpp. More info in the page 5 of the emulator thread.


Where would I do that change though if I am using the exe file though?
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Re: Ideas on how you could approach a mmo?

Postby rodot » Wed May 28, 2014 5:21 am

In the gamebuino library Arduino/libraries/Gamebuino/battery.cpp, but please ask your questions about the emulator in the emulator topic.
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Re: Ideas on how you could approach a mmo?

Postby DFX2KX » Fri May 30, 2014 8:43 pm

adekto wrote:so just a normal arduino and handful of processing code?


more or less, maybe an I2C jack to connect your multilayer cord up to. it would keep the network processing out of the game, which would kinda be helpful. as well as being more or less transparent to the GB. Like a Networking Bridge.
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Multilayer coding

Postby HTel » Sat May 31, 2014 10:25 am

I have no idea how to code, no site tutorials or up now, all I do is look at the reference screen and wonder how you guys do it. I would like to know how to get the opponents press of a button. Like:
gb.buttons.pressed(BTN_A)
command but just for your opponent, or line 2 on the daisy chain.
I don't have my gamebuino so I can't experiment :( .
But I can code then fix the bugs, first how to do that :roll: .

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Re: Ideas on how you could approach a mmo?

Postby rodot » Sat May 31, 2014 10:55 am

If you simply want to play in multiplayer using I2C you should take a look at the PongMulti example.
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