Noobhub - Free Opensource Multiplayer And Network Messaging For Coronasdk

all links are already in this thread:

Thank you

Hello,

The “getting set up in 5 minutes tutorial” has been updated since DigitalOcean dropped support for Arch Linux.  It has been rewritten for CentOS 6.5/64 bit and can be found here: http://www.develephant.net/noobhub-multiplayer-server-for-corona-sdk-in-5-minutes/

Additionally, I have also created some Amazon EC2 AMI’s that you can use to have a NoobHub server up and running with minimal fuss.  Simply launch the AMI and connect to the server address with the Corona client.  Everything loads on boot.  You may also be eligible for 12 months free from Amazon Web Services.

AMI Regions (click link to launch)

North American

European Union

Asia Pacific

Cheers.

  Hi guys,

 A basic question - the example application works when I am using the simulator - I can send messages and see ping times. However when I try to get the application to work on my Android phone I can see “Connection refused” in the logs.

V/Corona  ( 2317): Loading via reflection: CoronaProvider.licensing.google.LuaLoader
I/Corona  ( 2317): Noobhub connection error: permission denied
I/Corona  ( 2317): Problems with server…?
 

 What am I not doing right?

 Thanks.

 Resolved - The error was due to “Internet Permission”.
 http://docs.coronalabs.com/guide/distribution/buildSettings/index.html#androidsettings

Hey I want to send image via separate channel using node.js in corona SDK(using Noobhub).

Can any one suggest me the code for both side client as well as server side.

Thanks in advance

please im a developer from africa. i keep seeing uk and us servers .please is there a chance for me to use noobhub from africa

Where can I find good tutorials on this

all links are already in this thread:

Thank you

Hello,

The “getting set up in 5 minutes tutorial” has been updated since DigitalOcean dropped support for Arch Linux.  It has been rewritten for CentOS 6.5/64 bit and can be found here: http://www.develephant.net/noobhub-multiplayer-server-for-corona-sdk-in-5-minutes/

Additionally, I have also created some Amazon EC2 AMI’s that you can use to have a NoobHub server up and running with minimal fuss.  Simply launch the AMI and connect to the server address with the Corona client.  Everything loads on boot.  You may also be eligible for 12 months free from Amazon Web Services.

AMI Regions (click link to launch)

North American

European Union

Asia Pacific

Cheers.

  Hi guys,

 A basic question - the example application works when I am using the simulator - I can send messages and see ping times. However when I try to get the application to work on my Android phone I can see “Connection refused” in the logs.

V/Corona  ( 2317): Loading via reflection: CoronaProvider.licensing.google.LuaLoader
I/Corona  ( 2317): Noobhub connection error: permission denied
I/Corona  ( 2317): Problems with server…?
 

 What am I not doing right?

 Thanks.

 Resolved - The error was due to “Internet Permission”.
 http://docs.coronalabs.com/guide/distribution/buildSettings/index.html#androidsettings

Can I assume there will be NO packet loss at all when using Noobhub (due to TCP/IP) ?

Absolutely

I don’t want to create rooms in advance to ask players to join because I want to match them randomly. For example, a player can simply click a button “Fight” and the system will match two players who click “Flight” around the same period of time.

How to achieve this with Noobhub?

@joe528

The algorith is the same as with lobby “rooms” which was discussed before, you just dont show the users all the work with lobby and rooms. You silently do the job of asking “who wants to play?” in lobby channel, and connect everyone wiling to play in another channel. And thats it. Users dont see all the background work.

I found when a client subscribes a channel and sends a notification, the client will receive his own message too.

Assume there are two players in a room… if player A sends “hello”, the server receives it and the sends “hello” to both player A and both player B, is it correct?

I am wondering if sending to player A should be passed to save some network bandwidth? (It’s my main concern because I intend to send one message out every 30ms, which means 30 messages per second… or maybe this shouldn’t be a concern at all?)

Maybe there is some advantage about the client getting his own message when implementing a multiplayer game via a sub/pub model?

Sorry for newbie questions. I have read many articles on the web but the progress is kind of slow.