Multiplayer with Game Center?

I know, we developers jus arent ever happy are we? :wink:

I’d like to see more tightly integrated Game Center support for turn based multiplayer support. [import]uid: 64538 topic_id: 20829 reply_id: 320829[/import]

you to the back of the line…

we are looking into adding the turn based but no eta yet.

c. [import]uid: 24 topic_id: 20829 reply_id: 81970[/import]

Hehe, cool. Thanks for the update Carlos! [import]uid: 64538 topic_id: 20829 reply_id: 81978[/import]

Not ‘cool’ This isn’t a ‘fad’ option. I for one would appreciate a more considered reply than…back of the line.

What is the issue with Multiplayer support from Game Center?

[import]uid: 32101 topic_id: 20829 reply_id: 88258[/import]

Hi Outtoplay,

Some inside scoop for you, Carlos’ comment of “back of the line” was purely in jest as I’d submitted several items that day. He did say however “we are looking into adding the turn based but no eta yet.”

Please lighten up on them a bit, they’re working really hard on putting out a ton of great stuff! :slight_smile: [import]uid: 64538 topic_id: 20829 reply_id: 88383[/import]

The issue is multiplayer is complicated and there are more universal features on their todo. Not to mention the fact you can already implement all types of multiplayer on your own, and there are several 3rd party tools already to help you do just that.

Game Center is not a cross-platform solution solution either, which means that the time they spend on it will not be of use to some of their user base.

If you or anyone else is committed to multiplayer in your games (like myself), I would highly recommend exploring Corona AutoLAN (internet is in beta, coming soon), and PubNub. From my experience they are both great tools that cater to slightly different needs. [import]uid: 87138 topic_id: 20829 reply_id: 88481[/import]

gbailey - thanks for your input. My guess is Carlos can answer questions for himself. Though the effort at being his firewall is laudable. I feel like being light, I’ll pm ya.

Revaerie - appreciate the well considered reply. We actually just stripped the Pubnub solution from our beta. It functioned okay, but it pales in comparison to Game Center Multiplayer. The AutoLan solution again, doesn’t really help much with inviting users from all over the world, to grab a game, whether they are currently in the game or not.

If someone is uncomfortable with a paying customer asking a direct question of their software company, I don’t know what to tell ya. I have a valid query and it should be addressed. No?
[import]uid: 32101 topic_id: 20829 reply_id: 88521[/import]

Just want to add that we also looked at both autoLAN and Pubnub and also found neither up to the demands we expect our players will have. I’ve also asked the question about Gamecenter (here and on twitter), and heard exactly nothing. I note that Carlos “answered” this question a year ago when he first asked the community about Camecenter, and his answer was that the multiplayer would not be a part of the first Gamecenter release, and maybe not even the second. I’m not sure how to measure that. But since Carlos acknowledged late last year “dropping the ball” on the whole Gamecenter thing, asking for more info on any new timeline isn’t asking all that much.

[import]uid: 64596 topic_id: 20829 reply_id: 88533[/import]

we are looking into adding the turn based but no eta yet.

c
[import]uid: 24 topic_id: 20829 reply_id: 88534[/import]



mea culpa for dropping the ball…

c. [import]uid: 24 topic_id: 20829 reply_id: 88535[/import]

I would encourage you to take another look at AutoLAN. I’m a part of their online beta and I’ve created a lobby system that displays all the currently hosted games around the world, and those listings disappear from the lobby once the host closes the game or starts it. You just tap on a listing and it joins you to the room. I even have live chat working for all the players currently in the room before the host starts the game. And once in the game, its very robust and aside from a device losing connection outright, I haven’t had any issues, even playing against some of my testers on the other side of the world (the multiplayer mechanic in this game is relatively basic but the service could clearly handle substantially more).

Worth noting that I have my own server running the PHP script they provided to make some of the lobby stuff possible, but almost all of that is using it straight out of the box.
As for PubNub, I used it successfully for an app that synced data from an online game to your phone to track your progress, I think it’s better for that type of solution rather than live multiplayer. I built a test multiplayer app with PubNub and found it difficult and ultimately not that successful. Though I’m no expert on multiplayer so that was at least in part due to my code. [import]uid: 87138 topic_id: 20829 reply_id: 88537[/import]


thanks,
B. [import]uid: 32101 topic_id: 20829 reply_id: 88541[/import]

Thank you Carlos. We will explore other options for now.

Thank you Revaerie. I actually inquired directly with M.Y.Developers and they responded that due to the limitations of the Corona SDK, autoLAN would not work for a game that might need to communicate with another instance of itself where that other instance might have been forced closed by the device’s memory management system. As our game model could/would be played similar to a Words with Friends model, that scenario is a very real possibility.

That said, I would like to acknowledge M.Y.Developers quick and honest responses to my inquiries, and we will continue to monitor their offerings with an eye towards using their products in the future. [import]uid: 64596 topic_id: 20829 reply_id: 88543[/import]

Ah yes, AutoLAN would only really be appropriate for live multiplayer :slight_smile:

Turn based is quite another beast entirely… Although it is totally doable today, it would require running a server or using some other paid service probably. (And FWIW, I hadn’t read your previous reply before posting that last message, so it was more in regards to outtoplay.) [import]uid: 87138 topic_id: 20829 reply_id: 88546[/import]

Hello,

AutoLAN cannot be used for an offline turnbased style game because it requires an active connection. We would like to clarify though that this is not due to a limitation due to Corona SDK per se but simply to the fact that you would need the game to be constantly running, which is impractical. If you have your own web server it is possible to create your own php scripts and database and just use TCP sockets or even the built in asynchronous HTTP functions (ie GET and POST.) Currently this may be the only solution, but it definitely is possible with Corona.

Regards,
M.Y. Developers [import]uid: 55057 topic_id: 20829 reply_id: 89135[/import]

A significant issue with TCP Sockets is Corona’s lack of support SSL/TLS. It would be really helpful if they included the LuaSec module to add this functionality. It has stopped me from using Corona for several projects. [import]uid: 62323 topic_id: 20829 reply_id: 89159[/import]