Corona® AutoLAN- Public Internet Multiplayer Support Beta! Join Now!

@LeviaGames
Thanks for your kind words! It keeps us going.
The documentation will bring you up to speed on multiplayer gaming. It really is not that hard at all and neither is internet gaming once someone demystifies everything for you. Keeping the games in sync is very challenging but with any challenge comes lots of fun. Now for your questions
1)When someone wishes to host a game they contact the matchmaker server that is publicly visible (not behind a NAT) and reports their public IP/Port. Since most likely they will be behind a NAT (router) then this IP/port is not the same IP/port assigned by Corona so there is no way for a p2p connection to occur without a matchmaker server. When the client wishes to join a game the matchmaker will tell him the ip/port of the server and they can start communicating directly. Hence the bulk of the traffic is p2p and thus the latency will be comparable to a direct ping. We will be hosting a public matchmaker server but we provide the php scripts for whoever decides to host one themselves.
2) Lag is comparable to the network itself because all the traffic is from p2p. We have a 2 player pong game included in the public beta files that shows how this is done. Currently our only means of testing is via a 3g android phone and our home cable connection. Obviously the 3g is the source of most the latency for us and hence the need of a public beta :).

Thanks for your interest,
-M.Y. Developers [import]uid: 55057 topic_id: 19917 reply_id: 81635[/import]

@TheOddLinguist
Thank you for your support. We have your email on file and we will give you the details when it is ready.
[import]uid: 55057 topic_id: 19917 reply_id: 81644[/import]

Hello Community,

We just sent out all the invites. Please make sure you got it. We still have plenty of room left so do not hesitate to ask!

Thank you,
M.Y. Developers [import]uid: 55057 topic_id: 19917 reply_id: 82109[/import]

Does AutoLan work with different devices?
for example 4 friends each with a galaxy s, iphone 4, kindle fire and a nook be able to play together? [import]uid: 114118 topic_id: 19917 reply_id: 82121[/import]

@xplatgaming,
Yes, AutoLAN will work on all devices and platforms. We do not use any platform/device specific code, just lua sockets. So, yes all the devices you mentioned should be able to play together. Please let us know if you have anymore questions.

Thanks,
M.Y. Developers [import]uid: 55057 topic_id: 19917 reply_id: 82148[/import]

Hello Community,

Thank you for all who are currently beta testing the Internet functionality. We have not heard anything from you all about the program and we are curious to know where everyone is at. Please let us know of any bugs you find or any feature requests.

Thanks,
M.Y. Developers [import]uid: 55057 topic_id: 19917 reply_id: 83924[/import]

Sorry! Been busy with day job and own app (memory leak hunting!) I may have some time this weekend and hope to take a look and report.

Mo [import]uid: 49236 topic_id: 19917 reply_id: 83929[/import]

Same here, been super busy last week and this… Will also try by by this weekend.

Larry [import]uid: 11860 topic_id: 19917 reply_id: 84070[/import]

Hi MY,

Our team is currently building a multiplayer game prototype with our AutoLan purchase and would be willing to take up another beta testing slot. Is it possible to send out another invite to us? [import]uid: 108204 topic_id: 19917 reply_id: 84349[/import]

Hello TimeSpaceMagic,

Yes we have plenty of seats available! Please send us your email address at mydevelopergames@gmail.com and we will send you the link to the dropbox account.

Thanks,
M.Y. Developers [import]uid: 55057 topic_id: 19917 reply_id: 84395[/import]

Hi! Bought Autolan and trying it out, looking good but I have a little quiestion. I have a 4 player turned based game I want to convert so it can be played on different devices as well. But when I try to connect to a server with more than one client through the simulator it dosent work? Is that a limitation of the simulator and how many windows you got open? or is it something I have missed with the code? [import]uid: 17969 topic_id: 19917 reply_id: 84729[/import]

Hello Borgb,

Thank you for trying out AutoLAN. Sorry about the confusion but each client must have a unique IP address as this is how they are stored internally. We tested more than one client by having one Corona simulator running on our desktop and another instance running on our laptop. In this case everything will work fine. If you do no have another computer then perhaps you can put it on your device?

Thanks,
M.Y. Developers
[import]uid: 55057 topic_id: 19917 reply_id: 84737[/import]

Ok, thanks! That clears it up then. No problem, just wanted to know if I had it wrong or not :slight_smile: I will just build it to devices when it comes time to try it out with more players then :slight_smile: thanks again for a great product! Been looking a while for a way to make my game multiplayer with corona. Looking forward to what you can do for the online part as well :slight_smile: [import]uid: 17969 topic_id: 19917 reply_id: 84746[/import]

Borgb,

No problem! Thank you for your interest. Do you want a beta invite for the online version as well? Just send us your email address if you do. Once you get everything working on LAN then it will be very easy to convert it to an online game!

Thanks,
M.Y. Developers [import]uid: 55057 topic_id: 19917 reply_id: 84748[/import]

Thanks, but I think I will just consentrate on the LAN feature now. Not so experienced a programmer so by the time I got everything ready for that you have probably released the online version a long time ago :slight_smile: [import]uid: 17969 topic_id: 19917 reply_id: 84752[/import]

Hi Borgb,

No Problem. Please let us know if you have any suggestions or comments on AutoLAN :slight_smile:

Thank you,
M.Y. Developers [import]uid: 55057 topic_id: 19917 reply_id: 85580[/import]

M.Y.: Thanks for your awesome tools! Just purchased AutoLAN today, and Profiler last week and it’s already been hugely helpful tracking down performance bottlenecks.

I’m almost at the point of integrating MP into my new game, and it seems like you guys have a really cool plan for it (I used PubNub in my previous one), with LAN + online… If you could still use some beta testers, I’ll try to email you once I have lan working. [import]uid: 87138 topic_id: 19917 reply_id: 85992[/import]

Hello Revaerie,

Thank you for trying out our products! Just send us an email when you are done implementing the LAN feature. By the way are things running smoothly so far? We are interested to hear about your progress.
(by the way our email is mydevelopersgames@gmail.com)

Thanks,
M.Y. Developers [import]uid: 55057 topic_id: 19917 reply_id: 86070[/import]

Hello Revaerie,
Sorry about the typo but our email is mydevelopergames@gmail.com
Thanks,
M.Y. Developers [import]uid: 55057 topic_id: 19917 reply_id: 86443[/import]

Making abit of headway with setting it up now but hit a small bump.

Seems to be something with not shutting down the client completely or something. If I connect to a server with a client, and then disconnect useing client:stop() when I then try to list the servers again it only shows it for a brief moment before running the autolanDisconnected. Now it will show it as usual again and I can connect to the server… all being done with 2 simulators btw, incase that is part of the problem.

Might have explained things abit bad here, but as said before I am not much experienced with programming :slight_smile: I guess my question is: If the client wants to disconnect from the server, what is the best way of doing this?

Now I do it by cleaning up all the listeners etc and client:stop(). then I restart the menu. Its not something that is a big problem, just would be nice to have it working before I continue :slight_smile: [import]uid: 17969 topic_id: 19917 reply_id: 86496[/import]